mesa: optimize glMultiDrawArrays, call Draw only once (v2)

v2: use the macros

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3990>
This commit is contained in:
Marek Olšák 2020-02-12 17:16:45 -05:00 committed by Marge Bot
parent e636a062f1
commit a1f4023443
1 changed files with 22 additions and 16 deletions

View File

@ -657,24 +657,30 @@ _mesa_exec_MultiDrawArrays(GLenum mode, const GLint *first,
return;
}
if (skip_validated_draw(ctx))
return;
struct _mesa_prim *prim;
ALLOC_PRIMS(prim, primcount, "glMultiDrawElements");
for (i = 0; i < primcount; i++) {
if (count[i] > 0) {
if (0)
check_draw_arrays_data(ctx, first[i], count[i]);
/* The GL_ARB_shader_draw_parameters spec adds the following after the
* pseudo-code describing glMultiDrawArrays:
*
* "The index of the draw (<i> in the above pseudo-code) may be
* read by a vertex shader as <gl_DrawIDARB>, as described in
* Section 11.1.3.9."
*/
_mesa_draw_arrays(ctx, mode, first[i], count[i], 1, 0, i);
if (0)
print_draw_arrays(ctx, mode, first[i], count[i]);
}
prim[i].begin = 1;
prim[i].end = 1;
prim[i].mode = mode;
prim[i].draw_id = i;
prim[i].start = first[i];
prim[i].count = count[i];
prim[i].basevertex = 0;
}
ctx->Driver.Draw(ctx, prim, primcount, NULL, GL_FALSE, 0, 0, 1, 0,
NULL, 0);
if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH)
_mesa_flush(ctx);
FREE_PRIMS(prim, primcount);
}