From afc56b1861c1dae4137493af4c0e6dacc6ee41f9 Mon Sep 17 00:00:00 2001 From: Jerome Glisse Date: Sun, 5 Dec 2010 19:24:03 -0500 Subject: 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 --- src/gallium/drivers/r600/r600_translate.c | 3 +++ 1 file changed, 3 insertions(+) (limited to 'src/gallium/drivers/r600/r600_translate.c') diff --git a/src/gallium/drivers/r600/r600_translate.c b/src/gallium/drivers/r600/r600_translate.c index d927f53398..1c227d3215 100644 --- a/src/gallium/drivers/r600/r600_translate.c +++ b/src/gallium/drivers/r600/r600_translate.c @@ -169,6 +169,9 @@ void r600_end_vertex_translate(struct r600_pipe_context *rctx) { struct pipe_context *pipe = &rctx->context; + if (rctx->tran.new_velems == NULL) { + return; + } /* Restore vertex elements. */ if (rctx->vertex_elements == rctx->tran.new_velems) { pipe->bind_vertex_elements_state(pipe, NULL); -- cgit v1.2.3