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authorJerome Glisse <[email protected]>2010-12-05 19:24:03 -0500
committerJerome Glisse <[email protected]>2010-12-06 15:50:50 -0500
commitafc56b1861c1dae4137493af4c0e6dacc6ee41f9 (patch)
tree78fa76b483f07d5aecc11be145703533e9e2ecc5 /src/gallium/drivers/r600/r600_shader.h
parentfa86fc564aea4e40c89f6fc889e6a5bf817634b3 (diff)
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 <[email protected]>
Diffstat (limited to 'src/gallium/drivers/r600/r600_shader.h')
-rw-r--r--src/gallium/drivers/r600/r600_shader.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/src/gallium/drivers/r600/r600_shader.h b/src/gallium/drivers/r600/r600_shader.h
index cd108da4915..e8742b59a44 100644
--- a/src/gallium/drivers/r600/r600_shader.h
+++ b/src/gallium/drivers/r600/r600_shader.h
@@ -38,7 +38,6 @@ struct r600_shader_io {
struct r600_shader {
unsigned processor_type;
struct r600_bc bc;
- boolean flat_shade;
unsigned ninput;
unsigned noutput;
unsigned nlds;