mesa: don't check mapped buffers in every draw call if drivers allow it

Before: DrawElements (16 VBOs) w/ no state change: 4.34 million/s
After:  DrawElements (16 VBOs) w/ no state change: 8.80 million/s

This inefficiency was uncovered by Timothy Arceri's no_error work.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Marek Olšák 2017-05-15 16:34:06 +02:00
parent d02d8ea8b6
commit 4f50c91c32
1 changed files with 14 additions and 1 deletions

View File

@ -243,7 +243,20 @@ check_valid_to_render(struct gl_context *ctx, const char *function)
return false;
}
if (!_mesa_all_buffers_are_unmapped(ctx->Array.VAO)) {
/* Section 6.3.2 from the GL 4.5:
* "Any GL command which attempts to read from, write to, or change
* the state of a buffer object may generate an INVALID_OPERATION error if
* all or part of the buffer object is mapped ... However, only commands
* which explicitly describe this error are required to do so. If an error
* is not generated, such commands will have undefined results and may
* result in GL interruption or termination."
*
* Only some buffer API functions require INVALID_OPERATION with mapped
* buffers. No other functions list such an error, thus it's not required
* to report INVALID_OPERATION for draw calls with mapped buffers.
*/
if (!ctx->Const.AllowMappedBuffersDuringExecution &&
!_mesa_all_buffers_are_unmapped(ctx->Array.VAO)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(vertex buffers are mapped)", function);
return false;