r600g: build fetch shader from vertex elements
authorJerome Glisse <jglisse@redhat.com>
Sat, 4 Dec 2010 01:47:02 +0000 (20:47 -0500)
committerJerome Glisse <jglisse@redhat.com>
Mon, 6 Dec 2010 20:50:50 +0000 (15:50 -0500)
commitfa86fc564aea4e40c89f6fc889e6a5bf817634b3
tree01ee2a066008b93387562771563cf1b83e2a4230
parenta9fa0f3a2f318a7c57163491abe931e86b2cd4c3
r600g: build fetch shader from vertex elements

Vertex elements change are less frequent than draw call, those to
avoid rebuilding fetch shader to often build the fetch shader along
vertex elements. This also allow to move vertex buffer setup out
of draw path and make update to it less frequent.

Shader update can still be improved to only update SPI regs (based
on some rasterizer state like flat shading or point sprite ...).

Signed-off-by: Jerome Glisse <jglisse@redhat.com>
src/gallium/drivers/r600/eg_asm.c
src/gallium/drivers/r600/evergreen_state.c
src/gallium/drivers/r600/r600_asm.c
src/gallium/drivers/r600/r600_asm.h
src/gallium/drivers/r600/r600_buffer.c
src/gallium/drivers/r600/r600_pipe.c
src/gallium/drivers/r600/r600_pipe.h
src/gallium/drivers/r600/r600_shader.c
src/gallium/drivers/r600/r600_state.c
src/gallium/drivers/r600/r600_state_common.c
src/gallium/drivers/r600/r600_translate.c