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
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
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
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
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