best
Mathias
On Thursday, 25 January 2018 00:20:35 CET Brian Paul wrote:
Do more of the vertex array setup at display list compilation time
via the compile_vertex_list() function.
Then, at draw time, just do final vertex array setup dependent on
whether we're using fixed function or a vertex shader.
This can help apps which use a lot of short display list drawing.
---
src/mesa/vbo/vbo_save.h | 11 ++-
src/mesa/vbo/vbo_save_api.c | 93 ++++++++++++++++++++++---
src/mesa/vbo/vbo_save_draw.c | 157 +++++++++++++
+-----------------------------
3 files changed, 147 insertions(+), 114 deletions(-)
diff --git a/src/mesa/vbo/vbo_save.h b/src/mesa/vbo/vbo_save.h
index 51ea9cc..62a9d54 100644
--- a/src/mesa/vbo/vbo_save.h
+++ b/src/mesa/vbo/vbo_save.h
@@ -85,6 +85,16 @@ struct vbo_save_vertex_list {
struct vbo_save_vertex_store *vertex_store;
struct vbo_save_primitive_store *prim_store;
+
+ /* Array [bitcount(enabled)] of gl_vertex_array objects describing
+ * the vertex data contained in this vbo_save_vertex_list.
+ */
+ struct gl_vertex_array *arrays;
+
+ /* The arrays to actually use at draw time. Some will point at the
+ * 'arrays' field above. The rest will point at the vbo->currval arrays
+ */
+ const struct gl_vertex_array *inputs[VBO_ATTRIB_MAX];
};
@@ -140,7 +150,6 @@ struct vbo_save_context {
GLvertexformat vtxfmt;
GLvertexformat vtxfmt_noop; /**< Used if out_of_memory is true */
struct gl_vertex_array arrays[VBO_ATTRIB_MAX];
- const struct gl_vertex_array *inputs[VBO_ATTRIB_MAX];
GLbitfield64 enabled; /**< mask of enabled vbo arrays. */
GLubyte attrsz[VBO_ATTRIB_MAX]; /**< 1, 2, 3 or 4 */
diff --git a/src/mesa/vbo/vbo_save_api.c b/src/mesa/vbo/vbo_save_api.c
index 11c40a2..e394d88 100644
--- a/src/mesa/vbo/vbo_save_api.c
+++ b/src/mesa/vbo/vbo_save_api.c
@@ -412,8 +412,80 @@ convert_line_loop_to_strip(struct vbo_save_context
*save,
/**
- * Insert the active immediate struct onto the display list currently
- * being built.
+ * Prepare the vertex arrays which will be used for drawing the primitives
+ * in the given vertex list. By doing it here, we can avoid doing this
+ * work at display list execution/draw time.
+ */
+static void
+setup_vertex_arrays(struct gl_context *ctx,
+ struct vbo_save_vertex_list *node)
+{
+ struct vbo_context *vbo = vbo_context(ctx);
+ unsigned buffer_offset = node->buffer_offset;
+ unsigned attr;
+ const unsigned num_arrays = _mesa_bitcount_64(node->enabled);
+ unsigned array_count;
+
+ if (aligned_vertex_buffer_offset(node)) {
+ /* The vertex size is an exact multiple of the buffer offset.
+ * This means that we can use zero-based vertex attribute pointers
+ * and specify the start of the primitive with the _mesa_prim::start
+ * field. This results in issuing several draw calls with identical
+ * vertex attribute information. This can result in fewer state
+ * changes in drivers. In particular, the Gallium CSO module will
+ * filter out redundant vertex buffer changes.
+ */
+ buffer_offset = 0;
+ }
+
+ assert(!node->arrays);
+ node->arrays = calloc(num_arrays, sizeof(struct gl_vertex_array));
+ if (!node->arrays) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY,
+ "compiling vertex data into display list");
+ /* just turn off all arrays */
+ node->enabled = 0;
+ return;
+ }
+
+ array_count = 0;
+ for (attr = 0; attr < VBO_ATTRIB_MAX; attr++) {
+ if (node->attrsz[attr]) {
+ /* this vertex array points at actual per-vertex data in a VB */
+ struct gl_vertex_array *array = &node->arrays[array_count];
+
+ array->Ptr = (const GLubyte *) NULL + buffer_offset;
+ array->Size = node->attrsz[attr];
+ array->StrideB = node->vertex_size * sizeof(GLfloat);
+ array->Type = node->attrtype[attr];
+ array->Integer = vbo_attrtype_to_integer_flag(node-
attrtype[attr]);
+ array->Format = GL_RGBA;
+ array->_ElementSize = array->Size * sizeof(GLfloat);
+ _mesa_reference_buffer_object(ctx,
+ &array->BufferObj,
+ node->vertex_store->bufferobj);
+
+ node->inputs[attr] = array;
+
+ buffer_offset += node->attrsz[attr] * sizeof(GLfloat);
+
+ array_count++;
+ }
+ else {
+ /* this vertex array points at currval/default values */
+ node->inputs[attr] = &vbo->currval[attr];
+ }
+ }
+
+ assert(array_count == num_arrays);
+}
+
+
+/**
+ * Create a new vbo_save_vertex_list object and fill it with the vertices
+ * and primitives accumulated in the vbo_save_context.
+ * The new vbo_save_vertex_list is allocated from display list memory
+ * and will automatically be inserted into the current display list.
*/
static void
compile_vertex_list(struct gl_context *ctx)
@@ -430,6 +502,8 @@ compile_vertex_list(struct gl_context *ctx)
if (!node)
return;
+ memset(node, 0, sizeof(*node));
+
/* Make sure the pointer is aligned to the size of a pointer */
assert((GLintptr) node % sizeof(void *) == 0);
@@ -568,6 +642,8 @@ compile_vertex_list(struct gl_context *ctx)
node->start_vertex = 0;
}
+ setup_vertex_arrays(ctx, node);
+
/* Reset our structures for the next run of vertices:
*/
reset_counters(ctx);
@@ -1679,7 +1755,6 @@ static void
vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
{
struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *)
data;
- (void) ctx;
if (--node->vertex_store->refcount == 0)
free_vertex_store(ctx, node->vertex_store);
@@ -1688,6 +1763,13 @@ vbo_destroy_vertex_list(struct gl_context *ctx, void
*data)
free(node->prim_store);
free(node->current_data);
+
+ const unsigned num_arrays = _mesa_bitcount_64(node->enabled);
+ for (unsigned i = 0; i < num_arrays; i++) {
+ _mesa_reference_buffer_object(ctx, &(node->arrays[i].BufferObj),
NULL);
+ }
+ free(node->arrays);
+
node->current_data = NULL;
}
@@ -1752,7 +1834,6 @@ void
vbo_save_api_init(struct vbo_save_context *save)
{
struct gl_context *ctx = save->ctx;
- GLuint i;
save->opcode_vertex_list =
_mesa_dlist_alloc_opcode(ctx,
@@ -1764,8 +1845,4 @@ vbo_save_api_init(struct vbo_save_context *save)
vtxfmt_init(ctx);
current_init(ctx);
_mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
-
- /* These will actually get set again when binding/drawing */
- for (i = 0; i < VBO_ATTRIB_MAX; i++)
- save->inputs[i] = &save->arrays[i];
}
diff --git a/src/mesa/vbo/vbo_save_draw.c b/src/mesa/vbo/vbo_save_draw.c
index 5f5dcbe..1ef74d7 100644
--- a/src/mesa/vbo/vbo_save_draw.c
+++ b/src/mesa/vbo/vbo_save_draw.c
@@ -125,69 +125,63 @@ playback_copy_to_current(struct gl_context *ctx,
}
-
/**
- * Treat the vertex storage as a VBO, define vertex arrays pointing
- * into it:
+ * Setup the vertex arrays for drawing the primitives described by 'node'.
+ * This populates the node->inputs[] vertex arrays and calls
+ * _mesa_set_drawing_arrays(). Most of the work was previously done in
+ * the setup_vertex_arrays() function when the display list was compiled.
*/
static void
bind_vertex_list(struct gl_context *ctx,
- const struct vbo_save_vertex_list *node)
+ struct vbo_save_vertex_list *node)
{
struct vbo_context *vbo = vbo_context(ctx);
- struct vbo_save_context *save = &vbo->save;
- struct gl_vertex_array *arrays = save->arrays;
- GLuint buffer_offset = node->buffer_offset;
- const GLubyte *map; /** map from VERT_ATTRIB_x to VBO_ATTRIB_x */
- GLuint attr;
- GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */
- GLenum node_attrtype[VBO_ATTRIB_MAX]; /* copy of node->attrtype[] */
+ const enum vp_mode vp_mode = get_vp_mode(ctx);
+ unsigned array_count = 0;
GLbitfield64 enabled = node->enabled;
- memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
- memcpy(node_attrtype, node->attrtype, sizeof(node->attrtype));
-
- if (aligned_vertex_buffer_offset(node)) {
- /* The vertex size is an exact multiple of the buffer offset.
- * This means that we can use zero-based vertex attribute pointers
- * and specify the start of the primitive with the _mesa_prim::start
- * field. This results in issuing several draw calls with identical
- * vertex attribute information. This can result in fewer state
- * changes in drivers. In particular, the Gallium CSO module will
- * filter out redundant vertex buffer changes.
- */
- buffer_offset = 0;
+ if (vp_mode == VP_SHADER) {
+ /* per-vertex materials are to be ignored when using a VS */
+ enabled &= ~VBO_ATTRIBS_MATERIALS;
}
- /* Install the default (ie Current) attributes first */
- for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
- save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS + attr];
- }
+ /* Loop over the attributes which are present in the vertex buffer
+ * and set the node->input vertex arrays to point to those attributes.
+ */
+ GLbitfield64 enabled_scan = enabled;
+ while (enabled_scan) {
+ const int attr = u_bit_scan64(&enabled_scan);
+ unsigned dst;
- /* Overlay other active attributes */
- switch (get_vp_mode(ctx)) {
- case VP_FF:
- /* Point the generic attributes at the legacy material values */
- for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
- save->inputs[VERT_ATTRIB_GENERIC(attr)] =
- &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
+ /* Here is where we resolve whether array[16...] points to legacy
+ * material coefficients or generic vertex attributes.
+ */
+ if (vp_mode == VP_FF) {
+ if (attr >= VBO_ATTRIB_FIRST_MATERIAL) {
+ dst = VBO_ATTRIB_GENERIC0 + attr - VBO_ATTRIB_FIRST_MATERIAL;
+ } else {
+ dst = attr;
+ }
+ } else {
+ assert(vp_mode == VP_SHADER);
+ dst = attr;
}
- map = vbo->map_vp_none;
- /* shift material attrib flags into generic attribute positions */
+ assert(dst < VERT_ATTRIB_MAX);
+ assert(node->arrays);
+ node->inputs[dst] = &node->arrays[array_count++];
+ }
+
+ /* Final vertex array setup depending on whether we're using fixed
+ * function or a vertex shader.
+ */
+ if (vp_mode == VP_FF) {
+ /* Update the enabled attribute bitfield so the material attrib bits
+ * replace the generic attrib bits.
+ */
enabled = (enabled & VBO_ATTRIBS_LEGACY)
| ((enabled & VBO_ATTRIBS_MATERIALS) >> VBO_MATERIAL_SHIFT);
- break;
- case VP_SHADER:
- for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
- save->inputs[VERT_ATTRIB_GENERIC(attr)] =
- &vbo->currval[VBO_ATTRIB_GENERIC0+attr];
- }
- map = vbo->map_vp_arb;
-
- /* per-vertex materials are to be ignored when using a VS */
- enabled &= ~VBO_ATTRIBS_MATERIALS;
-
+ } else {
/* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is
read.
* In that case we effectively need to route the data from
* glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
@@ -196,64 +190,19 @@ bind_vertex_list(struct gl_context *ctx,
ctx->VertexProgram._Current->info.inputs_read;
if ((inputs_read & VERT_BIT_POS) == 0 &&
(inputs_read & VERT_BIT_GENERIC0)) {
- save->inputs[VERT_ATTRIB_GENERIC0] = save->inputs[0];
- node_attrsz[VERT_ATTRIB_GENERIC0] = node_attrsz[0];
- node_attrtype[VERT_ATTRIB_GENERIC0] = node_attrtype[0];
- node_attrsz[0] = 0;
- enabled = (enabled & ~VERT_BIT_POS) | VERT_BIT_GENERIC0;
- }
- break;
- default:
- unreachable("Bad vertex program mode");
- }
-
-#ifdef DEBUG
- /* verify the enabled bitmask is consistent with attribute size info */
- {
- GLbitfield64 used = 0x0;
- for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
- const GLuint src = map[attr];
- if (node_attrsz[src]) {
- assert(enabled & VERT_BIT(attr));
- used |= VERT_BIT(attr);
- } else {
- assert((enabled & VERT_BIT(attr)) == 0);
- }
+ node->inputs[VERT_ATTRIB_GENERIC0] = &node-
arrays[VBO_ATTRIB_POS];
+ node->inputs[VERT_ATTRIB_POS] = &vbo->currval[VBO_ATTRIB_POS];
+ enabled &= ~BITFIELD64_BIT(VBO_ATTRIB_POS);
+ enabled |= BITFIELD64_BIT(VBO_ATTRIB_GENERIC0);
}
- assert(used == enabled);
}
-#endif
- GLbitfield64 enabled_scan = enabled;
- while (enabled_scan) {
- const int attr = u_bit_scan64(&enabled_scan);
- const GLuint src = map[attr];
-
- if (node_attrsz[src]) {
- struct gl_vertex_array *array = &arrays[attr];
-
- /* override the default array set above */
- save->inputs[attr] = array;
-
- array->Ptr = (const GLubyte *) NULL + buffer_offset;
- array->Size = node_attrsz[src];
- array->StrideB = node->vertex_size * sizeof(GLfloat);
- array->Type = node_attrtype[src];
- array->Integer = vbo_attrtype_to_integer_flag(node_attrtype[src]);
- array->Format = GL_RGBA;
- array->_ElementSize = array->Size * sizeof(GLfloat);
- _mesa_reference_buffer_object(ctx,
- &array->BufferObj,
- node->vertex_store->bufferobj);
-
- assert(array->BufferObj->Name);
-
- buffer_offset += node_attrsz[src] * sizeof(GLfloat);
- }
- }
+ /* make sure none of the extra VBO_ATTRIB bits are set */
+ assert((enabled & (GLbitfield64) VERT_BIT_ALL) == enabled);
_mesa_set_varying_vp_inputs(ctx, enabled);
- ctx->NewDriverState |= ctx->DriverFlags.NewArray;
+
+ _mesa_set_drawing_arrays(ctx, node->inputs);
}
@@ -292,8 +241,8 @@ loopback_vertex_list(struct gl_context *ctx,
void
vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
{
- const struct vbo_save_vertex_list *node =
- (const struct vbo_save_vertex_list *) data;
+ struct vbo_save_vertex_list *node =
+ (struct vbo_save_vertex_list *) data;
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_save_context *save = &vbo->save;
GLboolean remap_vertex_store = GL_FALSE;
@@ -346,8 +295,6 @@ vbo_save_playback_vertex_list(struct gl_context *ctx,
void *data)
bind_vertex_list(ctx, node);
- _mesa_set_drawing_arrays(ctx, vbo->save.inputs);
-
/* Again...
*/
if (ctx->NewState)