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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_translate.c
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_translate.c')
-rw-r--r--src/gallium/drivers/r600/r600_translate.c3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/gallium/drivers/r600/r600_translate.c b/src/gallium/drivers/r600/r600_translate.c
index d927f53398d..1c227d32151 100644
--- a/src/gallium/drivers/r600/r600_translate.c
+++ b/src/gallium/drivers/r600/r600_translate.c
@@ -169,6 +169,9 @@ void r600_end_vertex_translate(struct r600_pipe_context *rctx)
{
struct pipe_context *pipe = &rctx->context;
+ if (rctx->tran.new_velems == NULL) {
+ return;
+ }
/* Restore vertex elements. */
if (rctx->vertex_elements == rctx->tran.new_velems) {
pipe->bind_vertex_elements_state(pipe, NULL);