On 09/21/2012 10:29 AM, Kenneth Graunke wrote:
On 09/21/2012 12:59 AM, Eric Anholt wrote:
This failed when all the uploads to occur were uniform-type vertex data (like
glColor4f being active across a DrawArrays), because it would upload 1 element
instead of 1 element per vertex.  There was no citation for how this code
helped any particular application, and it breaks ETQW, so just remove it.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=47170
NOTE: This is a candidate for the 9.0 and 8.0 branches.
---
  src/mesa/drivers/dri/i965/brw_draw_upload.c |   52 ++-------------------------
  1 file changed, 2 insertions(+), 50 deletions(-)

Thank you so much for doing this.  I was trying to read through this
code the other day, and it was really confusing.  VBOs, user arrays,
interleaved or not, per-vertex attributes and instanced data, reuse of
VBs...there's just way too much going on, and direly few comments.

This was one of the most confusing parts, IMHO, and I did notice that
there was no justification provided ("improves performance by x% in
xyz").  I could see it being useful, but without any data, it's hard to
know just how useful.

I think there are also some instancing bugs (or at least inefficiencies)
in here as well, and trying to figure out how to fix that while
maintaining stuff like this was a challenge.

The instancing bugs seem to be when the instanced arrays (a la GL_ARB_instanced_arrays) are in client memory and the rest of the vertex data is in VBOs. If the instanced arrays are also in VBOs it seems to work fine. I haven't done any root-cause analysis.

Also, it's great that you fixed ETQW!  I noticed the vertex scrambling
and just assumed it was a shader bug.  Had been meaning to track that
down, but you beat me to it :)  I tested your patch and it does indeed
fix it for me.

For the series:
Reviewed-and-tested-by: Kenneth Graunke <kenn...@whitecape.org>
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