vbo/dlist: rework vertex_store management
Simplify the whole thing: - keep a single function (grow_vertex_storage) that extends the array - call it when the array is full (in ATTR_UNION) or at the beginning of a primitive when the vertex count is known to avoid multiple reallocations. - allocate save->vertex_store in vbo_save_NewList if needed Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12646>
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@ -173,22 +173,6 @@ copy_vertices(struct gl_context *ctx,
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}
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static struct vbo_save_vertex_store *
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realloc_vertex_store(struct vbo_save_vertex_store *store, uint32_t vertex_size, int vertex_count)
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{
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if (!store)
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store = CALLOC_STRUCT(vbo_save_vertex_store);
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int new_size = MAX2(vertex_count * vertex_size * sizeof(GLfloat), 1024 * 1024);
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if (new_size > store->buffer_in_ram_size) {
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store->buffer_in_ram_size = new_size;
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store->buffer_in_ram = realloc(store->buffer_in_ram, store->buffer_in_ram_size);
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}
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return store;
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}
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static struct vbo_save_primitive_store *
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realloc_prim_store(struct vbo_save_primitive_store *store, int prim_count)
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{
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@ -410,28 +394,34 @@ update_vao(struct gl_context *ctx,
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_mesa_set_vao_immutable(ctx, *vao);
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}
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static void wrap_filled_vertex(struct gl_context *ctx);
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static void compile_vertex_list(struct gl_context *ctx);
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/* Grow the vertex storage to accomodate for vertex_count new vertices */
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static void
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realloc_storage(struct gl_context *ctx, int vertex_count)
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grow_vertex_storage(struct gl_context *ctx, int vertex_count)
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{
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struct vbo_save_context *save = &vbo_context(ctx)->save;
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assert (save->vertex_store);
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int new_size = (save->vertex_store->used +
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vertex_count * save->vertex_size) * sizeof(GLfloat);
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/* Limit how much memory we allocate. */
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if (save->prim_store->used > 0 &&
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vertex_count > 0 &&
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vertex_count * save->vertex_size > VBO_SAVE_BUFFER_SIZE) {
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new_size > VBO_SAVE_BUFFER_SIZE) {
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wrap_filled_vertex(ctx);
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vertex_count = VBO_SAVE_BUFFER_SIZE / save->vertex_size;
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new_size = VBO_SAVE_BUFFER_SIZE;
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}
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if (vertex_count >= 0)
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save->vertex_store = realloc_vertex_store(save->vertex_store, save->vertex_size, vertex_count);
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if (new_size > save->vertex_store->buffer_in_ram_size) {
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save->vertex_store->buffer_in_ram_size = new_size;
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save->vertex_store->buffer_in_ram = realloc(save->vertex_store->buffer_in_ram,
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save->vertex_store->buffer_in_ram_size);
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if (save->vertex_store->buffer_in_ram == NULL)
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handle_out_of_memory(ctx);
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}
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}
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struct vertex_key {
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@ -1196,6 +1186,8 @@ fixup_vertex(struct gl_context *ctx, GLuint attr,
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}
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save->active_sz[attr] = sz;
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grow_vertex_storage(ctx, 1);
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}
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@ -1269,9 +1261,11 @@ do { \
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buffer_ptr[i] = save->vertex[i]; \
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\
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save->vertex_store->used += save->vertex_size; \
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if ((save->vertex_store->used + save->vertex_size) * sizeof(float) >= save->vertex_store->buffer_in_ram_size) { \
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realloc_storage(ctx, get_vertex_count(save) * 2); \
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assert((save->vertex_store->used + save->vertex_size) * sizeof(float) < save->vertex_store->buffer_in_ram_size); \
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if ((save->vertex_store->used + save->vertex_size) * sizeof(float) > \
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save->vertex_store->buffer_in_ram_size) { \
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grow_vertex_storage(ctx, get_vertex_count(save)); \
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assert((save->vertex_store->used + save->vertex_size) * sizeof(float) <= \
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save->vertex_store->buffer_in_ram_size); \
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} \
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} \
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} while (0)
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@ -1596,18 +1590,6 @@ _save_OBE_Rectsv(const GLshort *v1, const GLshort *v2)
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_save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
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}
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static void
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_ensure_draws_fits_in_storage(struct gl_context *ctx, int vertcount)
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{
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struct vbo_save_context *save = &vbo_context(ctx)->save;
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if (save->vertex_size &&
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(save->vertex_store->used + vertcount * save->vertex_size) >=
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save->vertex_store->buffer_in_ram_size)
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realloc_storage(ctx, vertcount);
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}
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static void GLAPIENTRY
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_save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
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{
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@ -1628,7 +1610,7 @@ _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
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if (save->out_of_memory)
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return;
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_ensure_draws_fits_in_storage(ctx, count);
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grow_vertex_storage(ctx, count);
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/* Make sure to process any VBO binding changes */
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_mesa_update_state(ctx);
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@ -1673,7 +1655,7 @@ _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
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vertcount += count[i];
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}
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_ensure_draws_fits_in_storage(ctx, vertcount);
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grow_vertex_storage(ctx, vertcount);
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for (i = 0; i < primcount; i++) {
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if (count[i] > 0) {
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@ -1737,7 +1719,7 @@ _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
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if (save->out_of_memory)
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return;
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_ensure_draws_fits_in_storage(ctx, count);
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grow_vertex_storage(ctx, count);
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/* Make sure to process any VBO binding changes */
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_mesa_update_state(ctx);
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@ -1829,7 +1811,7 @@ _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
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for (i = 0; i < primcount; i++) {
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vertcount += count[i];
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}
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_ensure_draws_fits_in_storage(ctx, vertcount);
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grow_vertex_storage(ctx, vertcount);
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for (i = 0; i < primcount; i++) {
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if (count[i] > 0) {
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@ -1854,7 +1836,7 @@ _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
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for (i = 0; i < primcount; i++) {
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vertcount += count[i];
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}
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_ensure_draws_fits_in_storage(ctx, vertcount);
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grow_vertex_storage(ctx, vertcount);
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for (i = 0; i < primcount; i++) {
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if (count[i] > 0) {
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@ -1944,7 +1926,7 @@ vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
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save->prim_store = realloc_prim_store(NULL, 8);
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if (!save->vertex_store)
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save->vertex_store = realloc_vertex_store(NULL, save->vertex_size, 8);
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save->vertex_store = CALLOC_STRUCT(vbo_save_vertex_store);
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reset_vertex(ctx);
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ctx->Driver.SaveNeedFlush = GL_FALSE;
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