Hi,

When binding a new shader, st/mesa marks at least 7 states as dirty
per shader stage, but usually we just need shader constants and maybe
fragment shader textures. Processing states for UBOs, SSBOs, atomics,
and images is usually a waste of time.

This series resolved that issue as well as other inefficiencies.

It improves Bioshock Infinite performance by 1%, and it's even higher
for some scenes.

Marek

PS: In order to make reviewing easier, all my patches have 10 lines
of contexts instead of 3. That will be the default for all my work
from now on.
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