Commit abcbd54c24e121ea067f2e1e3a258d47bd32e645

Shahbaz Youssefi 2022-12-19T14:38:49

GLES1: Optimize texcoord varyings Use vec3 instead of vec4. Either 2 or 3 components are used based on 2D or cube map textures. On hardware that can pack the varyings, this can reduce pressure on varyings. Additionally, this is a minor optimization to texture coord calculation (when !draw_texture) as one row of the 4x4 matrix multiplication doesn't need calculation. Bug: angleproject:6644 Change-Id: I2abac511a0ced575c089dfb3a3b506f51a111a54 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4116676 Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>