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authorMarek Olšák <marek.olsak@amd.com>2016-03-10 13:20:36 +0100
committerMarek Olšák <marek.olsak@amd.com>2016-03-19 23:20:01 +0100
commitfbe6e92899f90e7ee85420e88c807a1f2fd2be14 (patch)
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parent9184d9a0bbe8a8b88d676a20f95d66ceee9eaf21 (diff)
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gallium: add TGSI property NEXT_SHADER
Radeonsi needs to know which shader stage will execute after a shader in order to make the best decision about which shader variant to compile first. This is only set for VS and TES, because we don't need it elsewhere. VS has 3 variants: - next shader is FS - next shader is GS - next shader is TCS TES has 2 variants: - next shader is FS - next shader is GS Currently, radeonsi always assumes the next shader is FS, which is suboptimal, since st/mesa always knows which shader is next if the GLSL program is not a "separate shader". By default, ureg always sets "next shader is FS". Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Diffstat (limited to 'src/gallium/docs')
-rw-r--r--src/gallium/docs/source/tgsi.rst8
1 files changed, 8 insertions, 0 deletions
diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst
index af2df22..6366f7e 100644
--- a/src/gallium/docs/source/tgsi.rst
+++ b/src/gallium/docs/source/tgsi.rst
@@ -3213,6 +3213,14 @@ Whether depth test, stencil test, and occlusion query should run before
the fragment shader (regardless of fragment shader side effects). Corresponds
to GLSL early_fragment_tests.
+NEXT_SHADER
+"""""""""""
+
+Which shader stage will MOST LIKELY follow after this shader when the shader
+is bound. This is only a hint to the driver and doesn't have to be precise.
+Only set for VS and TES.
+
+
Texture Sampling and Texture Formats
------------------------------------