On 5 December 2011 14:53, Eric Anholt <e...@anholt.net> wrote: > 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. >
True, but it's way less expensive than unnecessarily compiling (and uploading to the GPU) a brand new GS program that is identical to the one that's already there. That's what this patch is avoiding. > > 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. > Yeah, me too. I'll write a follow-up patch that fixes that.
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