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>
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@@ -38,7 +38,6 @@ struct r600_shader_io {
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struct r600_shader {
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unsigned processor_type;
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struct r600_bc bc;
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boolean flat_shade;
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unsigned ninput;
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unsigned noutput;
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unsigned nlds;
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