On Mon, 5 Dec 2011 09:40:45 -0800, Paul Berry <stereotype...@gmail.com> wrote: > Previously, the geometry shader program key was storing all the > information necessary to compute the exact structure of the VUE map > (attrs and userclip_active). However, the GS program doesn't depend > on the exact structure of the VUE map; only on the size (in 256-bit > registers) of the VUE. So we were recompiling the GS program > unnecessarily when the VUE map changed in structure but not in size. > > This patch changes the key to store just the size of the VUE map, not > its structure.
Hmm. I'm betting that brw_compute_vue_map() is way more expensive than the extra couple bytes of key data to compare. What I really want is to compute the vue map at the top of the pipeline and reuse it from the various places that want it.
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