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authorJerome Glisse <[email protected]>2010-12-03 20:47:02 -0500
committerJerome Glisse <[email protected]>2010-12-06 15:50:50 -0500
commitfa86fc564aea4e40c89f6fc889e6a5bf817634b3 (patch)
tree01ee2a066008b93387562771563cf1b83e2a4230 /src/gallium/drivers/r600/r600_pipe.c
parenta9fa0f3a2f318a7c57163491abe931e86b2cd4c3 (diff)
r600g: build fetch shader from vertex elements
Vertex elements change are less frequent than draw call, those to avoid rebuilding fetch shader to often build the fetch shader along vertex elements. This also allow to move vertex buffer setup out of draw path and make update to it less frequent. Shader update can still be improved to only update SPI regs (based on some rasterizer state like flat shading or point sprite ...). Signed-off-by: Jerome Glisse <[email protected]>
Diffstat (limited to 'src/gallium/drivers/r600/r600_pipe.c')
-rw-r--r--src/gallium/drivers/r600/r600_pipe.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/gallium/drivers/r600/r600_pipe.c b/src/gallium/drivers/r600/r600_pipe.c
index fa0b635636b..ea57fba8e47 100644
--- a/src/gallium/drivers/r600/r600_pipe.c
+++ b/src/gallium/drivers/r600/r600_pipe.c
@@ -90,6 +90,8 @@ static void r600_destroy_context(struct pipe_context *context)
u_upload_destroy(rctx->upload_vb);
u_upload_destroy(rctx->upload_ib);
+ r600_end_vertex_translate(rctx);
+
if (rctx->tran.translate_cache)
translate_cache_destroy(rctx->tran.translate_cache);