r600g: avoid useless shader rebuild at draw call
authorJerome Glisse <jglisse@redhat.com>
Mon, 6 Dec 2010 00:24:03 +0000 (19:24 -0500)
committerJerome Glisse <jglisse@redhat.com>
Mon, 6 Dec 2010 20:50:50 +0000 (15:50 -0500)
commitafc56b1861c1dae4137493af4c0e6dacc6ee41f9
tree78fa76b483f07d5aecc11be145703533e9e2ecc5
parentfa86fc564aea4e40c89f6fc889e6a5bf817634b3
r600g: avoid useless shader rebuild at draw call

Avoid rebuilding constant shader state at each draw call,
factor out spi update that might change at each draw call.
Best would be to update spi only when revealent states
change (likely only flat shading & sprite point).

Signed-off-by: Jerome Glisse <jglisse@redhat.com>
src/gallium/drivers/r600/evergreen_state.c
src/gallium/drivers/r600/r600_pipe.c
src/gallium/drivers/r600/r600_shader.c
src/gallium/drivers/r600/r600_shader.h
src/gallium/drivers/r600/r600_state.c
src/gallium/drivers/r600/r600_state_common.c
src/gallium/drivers/r600/r600_translate.c