i965: Don't rebase the index buffer to min 0 if any arrays are in VBOs.
There was a check to only do the rebase if we didn't have everything in VBOs, but nexuiz apparently hands us a mix of VBOs and arrays, resulting in blocking on the GPU to do a rebase. Improves nexuiz 800x600, high-settings performance on my Ironlake 41% (+/- 1.3%), from 14.0fps to 19.7fps.
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@ -441,7 +441,7 @@ void brw_draw_prims( GLcontext *ctx,
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/* Decide if we want to rebase. If so we end up recursing once
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* only into this function.
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*/
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if (min_index != 0) {
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if (min_index != 0 && !vbo_any_varyings_in_vbos(arrays)) {
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vbo_rebase_prims(ctx, arrays,
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prim, nr_prims,
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ib, min_index, max_index,
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@ -383,7 +383,7 @@ static void brw_prepare_vertices(struct brw_context *brw)
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*/
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assert(input->offset < input->bo->size);
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} else {
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input->count = input->glarray->StrideB ? max_index + 1 - min_index : 1;
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input->count = input->glarray->StrideB ? max_index + 1 : 1;
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if (input->bo != NULL) {
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/* Already-uploaded vertex data is present from a previous
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* prepare_vertices, but we had to re-validate state due to
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@ -414,15 +414,6 @@ static void brw_prepare_vertices(struct brw_context *brw)
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}
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upload[nr_uploads++] = input;
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/* We rebase drawing to start at element zero only when
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* varyings are not in vbos, which means we can end up
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* uploading non-varying arrays (stride != 0) when min_index
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* is zero. This doesn't matter as the amount to upload is
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* the same for these arrays whether the draw call is rebased
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* or not - we just have to upload the one element.
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*/
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assert(min_index == 0 || input->glarray->StrideB == 0);
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}
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}
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@ -106,6 +106,7 @@ void vbo_split_prims( GLcontext *ctx,
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/* Helpers for dealing translating away non-zero min_index.
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*/
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GLboolean vbo_all_varyings_in_vbos( const struct gl_client_array *arrays[] );
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GLboolean vbo_any_varyings_in_vbos( const struct gl_client_array *arrays[] );
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void vbo_rebase_prims( GLcontext *ctx,
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const struct gl_client_array *arrays[],
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@ -85,6 +85,18 @@ GLboolean vbo_all_varyings_in_vbos( const struct gl_client_array *arrays[] )
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return GL_TRUE;
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}
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GLboolean vbo_any_varyings_in_vbos( const struct gl_client_array *arrays[] )
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{
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GLuint i;
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for (i = 0; i < VERT_ATTRIB_MAX; i++)
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if (arrays[i]->StrideB &&
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arrays[i]->BufferObj->Name != 0)
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return GL_TRUE;
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return GL_FALSE;
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}
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/* Adjust primitives, indices and vertex definitions so that min_index
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* becomes zero. There are lots of reasons for wanting to do this, eg:
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*
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