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authorTimothy Arceri <timothy.arceri@collabora.com>2016-11-17 10:52:28 +1100
committerTimothy Arceri <timothy.arceri@collabora.com>2016-11-17 12:53:12 +1100
commitc3df65c123c6392b0b116900395a89fd3dbb9b85 (patch)
tree2b7c4a89aff0ccbbfb7f9fec4e0b0459858b58bb /src/mesa/tnl
parentd6bdb3a86293da2164e9355f0262ef83afeece7f (diff)
st/mesa/r200/i915/i965: move ARB program fields into a union
It's common for games to compile 2000 programs or more so at 32bits x 2000 programs x 22 fields x 2 (at least) stages This should give us something like 352 kilobytes in savings once we add some more glsl only fields. Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Diffstat (limited to 'src/mesa/tnl')
-rw-r--r--src/mesa/tnl/t_vb_program.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/tnl/t_vb_program.c b/src/mesa/tnl/t_vb_program.c
index 695821a1b41..23e09a2ae1d 100644
--- a/src/mesa/tnl/t_vb_program.c
+++ b/src/mesa/tnl/t_vb_program.c
@@ -163,7 +163,7 @@ do_ndc_cliptest(struct gl_context *ctx, struct vp_stage_data *store)
*/
/** XXX NEW_SLANG _Enabled ??? */
if (ctx->Transform.ClipPlanesEnabled && (!ctx->VertexProgram._Enabled ||
- ctx->VertexProgram.Current->IsPositionInvariant)) {
+ ctx->VertexProgram.Current->arb.IsPositionInvariant)) {
userclip( ctx,
VB->ClipPtr,
store->clipmask,
@@ -397,7 +397,7 @@ run_vp( struct gl_context *ctx, struct tnl_pipeline_stage *stage )
unmap_textures(ctx, program);
- if (program->IsPositionInvariant) {
+ if (program->arb.IsPositionInvariant) {
/* We need the exact same transform as in the fixed function path here
* to guarantee invariance, depending on compiler optimization flags
* results could be different otherwise.