Matt Turner <matts...@gmail.com> writes: > On Tue, May 20, 2014 at 11:00 AM, Eric Anholt <e...@anholt.net> wrote: >> Note that this covers the Begin/End rendering path, but not user vertex >> arrays (so we can't drop copy_array_to_vbo_array() code). Improves >> performance of isosurf GLVERTEX|TRIANGLES by 16.7506% +/- 4.98934% >> (n=20). No difference on openarena (n=10), which was why this was reverted >> back in cbde2765804a4fc62bcf092230a01376aedbf2cd. >> --- >> src/mesa/drivers/dri/i965/brw_context.c | 3 +++ >> 1 file changed, 3 insertions(+) >> >> diff --git a/src/mesa/drivers/dri/i965/brw_context.c >> b/src/mesa/drivers/dri/i965/brw_context.c >> index 17ae685..39dd582 100644 >> --- a/src/mesa/drivers/dri/i965/brw_context.c >> +++ b/src/mesa/drivers/dri/i965/brw_context.c >> @@ -781,6 +781,9 @@ brwCreateContext(gl_api api, >> brw_init_performance_monitors(brw); >> } >> >> + vbo_use_buffer_objects(ctx); >> + vbo_always_unmap_buffers(ctx); >> + > > Just for my own understanding: > > This is opting-in to using a VBO to back immediate-mode data? > > How is immediate-mode data sent to the GPU before this? > > In case it's not obvious from the answer to the previous question, why > is putting the data in a VBO such an improvement?
Before, you'd store it in malloced memory, then copy_array_to_vbo_array() in brw_draw_upload.c would put it in a VBO later.
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