From 230e646a4013ed5d9c80c54d48ef0ac9ee4edbb0 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Fri, 24 Nov 2017 22:34:12 -0800 Subject: [PATCH] broadcom/vc4: Decompose single QUADs to a TRIANGLE_FAN. No significant difference in the minetest replay, but it should reduce overhead by not requiring that we write quad indices to index buffers that we repeatedly re-upload (and making the draw packet smaller, as well). Over the course of the series the actual game seems to be up by 1-2 fps. --- src/gallium/drivers/vc4/vc4_draw.c | 19 ++++++++++++++----- 1 file changed, 14 insertions(+), 5 deletions(-) diff --git a/src/gallium/drivers/vc4/vc4_draw.c b/src/gallium/drivers/vc4/vc4_draw.c index fe9612c38e4..900c0abaf20 100644 --- a/src/gallium/drivers/vc4/vc4_draw.c +++ b/src/gallium/drivers/vc4/vc4_draw.c @@ -286,6 +286,7 @@ static void vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) { struct vc4_context *vc4 = vc4_context(pctx); + struct pipe_draw_info local_info; if (!info->count_from_stream_output && !info->indirect && !info->primitive_restart && @@ -293,11 +294,19 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) return; if (info->mode >= PIPE_PRIM_QUADS) { - util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base); - util_primconvert_draw_vbo(vc4->primconvert, info); - perf_debug("Fallback conversion for %d %s vertices\n", - info->count, u_prim_name(info->mode)); - return; + if (info->mode == PIPE_PRIM_QUADS && + info->count == 4 && + !vc4->rasterizer->base.flatshade) { + local_info = *info; + local_info.mode = PIPE_PRIM_TRIANGLE_FAN; + info = &local_info; + } else { + util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base); + util_primconvert_draw_vbo(vc4->primconvert, info); + perf_debug("Fallback conversion for %d %s vertices\n", + info->count, u_prim_name(info->mode)); + return; + } } /* Before setting up the draw, do any fixup blits necessary. */