* Brian Paul
*/
-#include "pipe/p_util.h"
+#include "util/u_math.h"
+#include "util/u_memory.h"
#include "pipe/p_shader_tokens.h"
#include "draw_private.h"
#include "draw_context.h"
#include "draw_vs.h"
-#include "tgsi/util/tgsi_parse.h"
-#include "tgsi/util/tgsi_scan.h"
+#include "tgsi/tgsi_parse.h"
+#include "tgsi/tgsi_scan.h"
struct exec_vertex_shader {
struct draw_vertex_shader base;
struct tgsi_exec_machine *machine;
+ const struct tgsi_token *machine_tokens;
};
static struct exec_vertex_shader *exec_vertex_shader( struct draw_vertex_shader *vs )
{
struct exec_vertex_shader *evs = exec_vertex_shader(shader);
- /* specify the vertex program to interpret/execute */
- tgsi_exec_machine_bind_shader(evs->machine,
- shader->state.tokens,
- PIPE_MAX_SAMPLERS,
- NULL /*samplers*/ );
-
+ /* Specify the vertex program to interpret/execute.
+ * Avoid rebinding when possible.
+ */
+ if (evs->machine_tokens != shader->state.tokens) {
+ tgsi_exec_machine_bind_shader(evs->machine,
+ shader->state.tokens,
+ PIPE_MAX_SAMPLERS,
+ NULL /*samplers*/ );
+ evs->machine_tokens = shader->state.tokens;
+ }
}