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authorEric Anholt <eric@anholt.net>2016-08-02 16:01:34 -0700
committerEric Anholt <eric@anholt.net>2016-08-03 10:55:54 -0700
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vc4: Avoid generating a custom shader per level in glGenerateMipmaps().
We were baking in the LOD of the source level to each shader. Instead, pass it in as a uniform -- this requires storing it to a temp register, but that's better than compiling a ton of separate shaders: total instructions in shared programs: 115032 -> 115036 (0.00%) instructions in affected programs: 96 -> 100 (4.17%) LOST: 572
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