vbo: Use a bitmask to track the active arrays in vbo_save*.

The use of a bitmask makes functions iterating only active
attributes less visible in profiles.

v2: Use _mesa_bit_scan{,64} instead of open coding.
v3: Use u_bit_scan{,64} instead of _mesa_bit_scan{,64}.

Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
This commit is contained in:
Mathias Fröhlich 2016-05-22 14:10:19 +02:00
parent bc4e0c4868
commit 0e73d9454d
3 changed files with 68 additions and 54 deletions

View File

@ -61,6 +61,7 @@ struct vbo_save_copied_vtx {
* compiled using the fallback opcode mechanism provided by dlist.c.
*/
struct vbo_save_vertex_list {
GLbitfield64 enabled; /**< mask of enabled vbo arrays. */
GLubyte attrsz[VBO_ATTRIB_MAX];
GLenum attrtype[VBO_ATTRIB_MAX];
GLuint vertex_size; /**< size in GLfloats */
@ -126,6 +127,7 @@ struct vbo_save_context {
struct gl_client_array arrays[VBO_ATTRIB_MAX];
const struct gl_client_array *inputs[VBO_ATTRIB_MAX];
GLbitfield64 enabled; /**< mask of enabled vbo arrays. */
GLubyte attrsz[VBO_ATTRIB_MAX]; /**< 1, 2, 3 or 4 */
GLenum attrtype[VBO_ATTRIB_MAX]; /**< GL_FLOAT, GL_INT, etc */
GLubyte active_sz[VBO_ATTRIB_MAX]; /**< 1, 2, 3 or 4 */

View File

@ -78,6 +78,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
#include "main/api_arrayelt.h"
#include "main/vtxfmt.h"
#include "main/dispatch.h"
#include "util/bitscan.h"
#include "vbo_context.h"
#include "vbo_noop.h"
@ -429,6 +430,7 @@ _save_compile_vertex_list(struct gl_context *ctx)
/* Duplicate our template, increment refcounts to the storage structs:
*/
node->enabled = save->enabled;
memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz));
memcpy(node->attrtype, save->attrtype, sizeof(node->attrtype));
node->vertex_size = save->vertex_size;
@ -624,14 +626,15 @@ static void
_save_copy_to_current(struct gl_context *ctx)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLuint i;
GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
if (save->attrsz[i]) {
save->currentsz[i][0] = save->attrsz[i];
COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
save->attrptr[i], save->attrtype[i]);
}
while (enabled) {
const int i = u_bit_scan64(&enabled);
assert(save->attrsz[i]);
save->currentsz[i][0] = save->attrsz[i];
COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
save->attrptr[i], save->attrtype[i]);
}
}
@ -640,9 +643,11 @@ static void
_save_copy_from_current(struct gl_context *ctx)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLint i;
GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
while (enabled) {
const int i = u_bit_scan64(&enabled);
for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
switch (save->attrsz[i]) {
case 4:
save->attrptr[i][3] = save->current[i][3];
@ -652,7 +657,9 @@ _save_copy_from_current(struct gl_context *ctx)
save->attrptr[i][1] = save->current[i][1];
case 1:
save->attrptr[i][0] = save->current[i][0];
break;
case 0:
assert(0);
break;
}
}
@ -691,6 +698,7 @@ _save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
*/
oldsz = save->attrsz[attr];
save->attrsz[attr] = newsz;
save->enabled |= BITFIELD64_BIT(attr);
save->vertex_size += newsz - oldsz;
save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
@ -723,7 +731,6 @@ _save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
if (save->copied.nr) {
const fi_type *data = save->copied.buffer;
fi_type *dest = save->buffer;
GLuint j;
/* Need to note this and fix up at runtime (or loopback):
*/
@ -733,27 +740,28 @@ _save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
}
for (i = 0; i < save->copied.nr; i++) {
for (j = 0; j < VBO_ATTRIB_MAX; j++) {
if (save->attrsz[j]) {
if (j == attr) {
if (oldsz) {
COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
save->attrtype[j]);
data += oldsz;
dest += newsz;
}
else {
COPY_SZ_4V(dest, newsz, save->current[attr]);
dest += newsz;
}
GLbitfield64 enabled = save->enabled;
while (enabled) {
const int j = u_bit_scan64(&enabled);
assert(save->attrsz[j]);
if (j == attr) {
if (oldsz) {
COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
save->attrtype[j]);
data += oldsz;
dest += newsz;
}
else {
GLint sz = save->attrsz[j];
COPY_SZ_4V(dest, sz, data);
data += sz;
dest += sz;
COPY_SZ_4V(dest, newsz, save->current[attr]);
dest += newsz;
}
}
else {
GLint sz = save->attrsz[j];
COPY_SZ_4V(dest, sz, data);
data += sz;
dest += sz;
}
}
}
@ -803,9 +811,10 @@ static void
_save_reset_vertex(struct gl_context *ctx)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLuint i;
for (i = 0; i < VBO_ATTRIB_MAX; i++) {
while (save->enabled) {
const int i = u_bit_scan64(&save->enabled);
assert(save->attrsz[i]);
save->attrsz[i] = 0;
save->active_sz[i] = 0;
}

View File

@ -34,6 +34,7 @@
#include "main/macros.h"
#include "main/light.h"
#include "main/state.h"
#include "util/bitscan.h"
#include "vbo_context.h"
@ -49,7 +50,8 @@ _playback_copy_to_current(struct gl_context *ctx,
struct vbo_context *vbo = vbo_context(ctx);
fi_type vertex[VBO_ATTRIB_MAX * 4];
fi_type *data;
GLuint i, offset;
GLbitfield64 mask;
GLuint offset;
if (node->current_size == 0)
return;
@ -73,35 +75,36 @@ _playback_copy_to_current(struct gl_context *ctx,
data += node->attrsz[0]; /* skip vertex position */
}
for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
if (node->attrsz[i]) {
fi_type *current = (fi_type *)vbo->currval[i].Ptr;
fi_type tmp[4];
mask = node->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
while (mask) {
const int i = u_bit_scan64(&mask);
fi_type *current = (fi_type *)vbo->currval[i].Ptr;
fi_type tmp[4];
assert(node->attrsz[i]);
COPY_CLEAN_4V_TYPE_AS_UNION(tmp,
node->attrsz[i],
data,
node->attrtype[i]);
COPY_CLEAN_4V_TYPE_AS_UNION(tmp,
node->attrsz[i],
data,
node->attrtype[i]);
if (node->attrtype[i] != vbo->currval[i].Type ||
memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) {
memcpy(current, tmp, 4 * sizeof(GLfloat));
if (node->attrtype[i] != vbo->currval[i].Type ||
memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) {
memcpy(current, tmp, 4 * sizeof(GLfloat));
vbo->currval[i].Size = node->attrsz[i];
vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat);
vbo->currval[i].Type = node->attrtype[i];
vbo->currval[i].Integer =
vbo_attrtype_to_integer_flag(node->attrtype[i]);
vbo->currval[i].Size = node->attrsz[i];
vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat);
vbo->currval[i].Type = node->attrtype[i];
vbo->currval[i].Integer =
vbo_attrtype_to_integer_flag(node->attrtype[i]);
if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
i <= VBO_ATTRIB_LAST_MATERIAL)
ctx->NewState |= _NEW_LIGHT;
if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
i <= VBO_ATTRIB_LAST_MATERIAL)
ctx->NewState |= _NEW_LIGHT;
ctx->NewState |= _NEW_CURRENT_ATTRIB;
}
data += node->attrsz[i];
ctx->NewState |= _NEW_CURRENT_ATTRIB;
}
data += node->attrsz[i];
}
/* Colormaterial -- this kindof sucks.