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authorTomaž Vajngerl <tomaz.vajngerl@collabora.co.uk>2016-05-20 14:59:24 +0900
committerTomaž Vajngerl <quikee@gmail.com>2016-05-23 23:34:31 +0000
commit3cac38b2311538a0aecca765eb62c30c5098a85c (patch)
tree81a3119dedeadada66dcade0ac0a2b42981b7a38 /vcl/Package_opengl.mk
parentac06e4ef9d56677e1469e94b99045b3e02c7511f (diff)
opengl: combined shaders to reduce shader switching
Combine most common shaders for non-texture drawing and texture drawing into two combined shaders. Inside the shader we switch between the code paths with if statements. Using if statements (or any other branching statements) is discouraged inside shaders but on the other hand we reduce program state changes if we have less shader changes - which is more important for us as we want to push more work to the GPU. Change-Id: I6701b93faa9b0f55dd0af6d983ce4c2de4539c70 Reviewed-on: https://gerrit.libreoffice.org/25357 Reviewed-by: Tomaž Vajngerl <quikee@gmail.com> Tested-by: Tomaž Vajngerl <quikee@gmail.com>
Diffstat (limited to 'vcl/Package_opengl.mk')
-rw-r--r--vcl/Package_opengl.mk4
1 files changed, 4 insertions, 0 deletions
diff --git a/vcl/Package_opengl.mk b/vcl/Package_opengl.mk
index a0f6e9a27128..2fa917eeac42 100644
--- a/vcl/Package_opengl.mk
+++ b/vcl/Package_opengl.mk
@@ -21,6 +21,10 @@ $(eval $(call gb_Package_add_files,vcl_opengl_shader,$(LIBO_ETC_FOLDER)/opengl,\
invert50FragmentShader.glsl \
convolutionFragmentShader.glsl \
linearGradientFragmentShader.glsl \
+ combinedTextureFragmentShader.glsl \
+ combinedTextureVertexShader.glsl \
+ combinedFragmentShader.glsl \
+ combinedVertexShader.glsl \
lineFragmentShader.glsl \
lineVertexShader.glsl \
maskFragmentShader.glsl \