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authorKeith Whitwell <[email protected]>2008-04-17 23:44:32 +0100
committerKeith Whitwell <[email protected]>2008-04-18 10:48:54 +0100
commita773f06e969a3992451dd7fe6fd55ea96b2774fa (patch)
tree7b8f2ef0bf53da7312c8a89774a5159a87c90e76 /src/gallium/auxiliary/draw/draw_private.h
parent01b6354e72a84f8c3c22be1f77eab8d9c05920a3 (diff)
draw: split off all the extra functionality in the vertex shader
This will at least allow us to make the initial gains to get decent vertex performance much more quickly & with higher confidence of getting it right. At some later point can look again at code-generating all the fetch/cliptest/viewport extras in the same block as the vertex shader. For now, just need to get some decent baseline performance.
Diffstat (limited to 'src/gallium/auxiliary/draw/draw_private.h')
-rw-r--r--src/gallium/auxiliary/draw/draw_private.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/gallium/auxiliary/draw/draw_private.h b/src/gallium/auxiliary/draw/draw_private.h
index 9407217fd33..da94e697811 100644
--- a/src/gallium/auxiliary/draw/draw_private.h
+++ b/src/gallium/auxiliary/draw/draw_private.h
@@ -224,6 +224,8 @@ struct draw_context
unsigned nr_vertex_buffers;
struct pipe_vertex_element vertex_element[PIPE_MAX_ATTRIBS];
+ unsigned nr_vertex_elements;
+
struct draw_vertex_shader *vertex_shader;
boolean identity_viewport;