[Mesa-dev] [PATCH] r600g: track whether we need to update the shaders (v3)

2010-10-06 Thread Bas Nieuwenhuizen
The shaders only depend on the shader itself, the vertex_elements state and flatshade and we don't need to emit the registers again if these are not changed. Tracking is also faster than the memcmp in r600_shader_update, so in some cases that expensive check doesn't have to be performed. I also

[Mesa-dev] [PATCH] r600g: track whether we need to update the shaders (v2)

2010-10-06 Thread Bas Nieuwenhuizen
The shaders only depend on the shader itself, the vertex_elements state and flatshade and we don't need to emit the registers again if these are not changed. Tracking is also faster than the memcmp in r600_shader_update, so in some cases that expensive check doesn't have to be performed. I also

Re: [Mesa-dev] [PATCH] r600g: track whether we need to update the shaders

2010-10-06 Thread Jerome Glisse
On Wed, Oct 6, 2010 at 12:22 PM, Bas Nieuwenhuizen wrote: > The shaders only depend on the shader itself and the vertex_elements state > and we don't need to emit the registers again if these are not changed. > Tracking is also faster than the > memcmp in r600_shader_update, so in some cases tha

Re: [Mesa-dev] [PATCH] r600g: track whether we need to update the shaders

2010-10-06 Thread Jakob Bornecrantz
On Wed, Oct 6, 2010 at 6:22 PM, Bas Nieuwenhuizen wrote: > The shaders only depend on the shader itself and the vertex_elements state > and we don't need to emit the registers again if these are not changed. > Tracking is also faster than the > memcmp in r600_shader_update, so in some cases that

[Mesa-dev] [PATCH] r600g: track whether we need to update the shaders

2010-10-06 Thread Bas Nieuwenhuizen
The shaders only depend on the shader itself and the vertex_elements state and we don't need to emit the registers again if these are not changed. Tracking is also faster than the memcmp in r600_shader_update, so in some cases that expensive check doesn't have to be performed. I also optimized t