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>
This commit is contained in:
Jerome Glisse
2010-12-05 19:24:03 -05:00
parent fa86fc564a
commit afc56b1861
7 changed files with 108 additions and 47 deletions

View File

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