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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