This was sucking up 1% of the CPU on 3DMMES.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
#include "intel_regions.h"
#include "intel_tris.h"
#include "intel_fbo.h"
+#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "tnl/t_vertex.h"
static void
i830_invalidate_state(struct intel_context *intel, GLuint new_state)
{
+ struct gl_context *ctx = &intel->ctx;
+
+ _tnl_InvalidateState(ctx, new_state);
+ _tnl_invalidate_vertex_state(ctx, new_state);
+
if (new_state & _NEW_LIGHT)
i830_update_provoking_vertex(&intel->ctx);
}
#include "main/macros.h"
#include "main/colormac.h"
+#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "tnl/t_vertex.h"
return false;
}
+static void
+i915_invalidate_state(struct intel_context *intel, GLuint new_state)
+{
+ struct gl_context *ctx = &intel->ctx;
+
+ _tnl_InvalidateState(ctx, new_state);
+ _tnl_invalidate_vertex_state(ctx, new_state);
+}
+
void
i915InitVtbl(struct i915_context *i915)
{
i915->intel.vtbl.update_texture_state = i915UpdateTextureState;
i915->intel.vtbl.assert_not_dirty = i915_assert_not_dirty;
i915->intel.vtbl.finish_batch = intel_finish_vb;
+ i915->intel.vtbl.invalidate_state = i915_invalidate_state;
i915->intel.vtbl.render_target_supported = i915_render_target_supported;
i915->intel.vtbl.is_hiz_depth_format = i915_is_hiz_depth_format;
}
*/
if (!retval) {
_swsetup_Wakeup(ctx);
+ _tnl_wakeup(ctx);
_tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
}
_swrast_InvalidateState(ctx, new_state);
_swsetup_InvalidateState(ctx, new_state);
_vbo_InvalidateState(ctx, new_state);
- _tnl_InvalidateState(ctx, new_state);
- _tnl_invalidate_vertex_state(ctx, new_state);
intel->NewGLState |= new_state;