Mesa (master): i965: Use ctx-> Texture._MaxEnabledTexImageUnit for upper bound
Chris Forbes
chrisf at kemper.freedesktop.org
Sun Apr 20 22:12:29 UTC 2014
Module: Mesa
Branch: master
Commit: d63026f62ac0d9c4674a93d12843ea96e77b3c5e
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=d63026f62ac0d9c4674a93d12843ea96e77b3c5e
Author: Chris Forbes <chrisf at ijw.co.nz>
Date: Sun Apr 13 12:37:32 2014 +1200
i965: Use ctx->Texture._MaxEnabledTexImageUnit for upper bound
Avoid looping over 32/48/96 (!!) tex image units every draw, most of
which we don't care about.
Improves performance on everyone's favorite not-a-benchmark by 2.9% on
Haswell.
Signed-off-by: Chris Forbes <chrisf at ijw.co.nz>
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
---
src/mesa/drivers/dri/i965/brw_draw.c | 3 ++-
src/mesa/drivers/dri/i965/brw_tex.c | 3 ++-
2 files changed, 4 insertions(+), 2 deletions(-)
diff --git a/src/mesa/drivers/dri/i965/brw_draw.c b/src/mesa/drivers/dri/i965/brw_draw.c
index 583c7d6..34afc26 100644
--- a/src/mesa/drivers/dri/i965/brw_draw.c
+++ b/src/mesa/drivers/dri/i965/brw_draw.c
@@ -315,7 +315,8 @@ brw_predraw_resolve_buffers(struct brw_context *brw)
intel_renderbuffer_resolve_hiz(brw, depth_irb);
/* Resolve depth buffer and render cache of each enabled texture. */
- for (int i = 0; i < ctx->Const.MaxCombinedTextureImageUnits; i++) {
+ int maxEnabledUnit = ctx->Texture._MaxEnabledTexImageUnit;
+ for (int i = 0; i <= maxEnabledUnit; i++) {
if (!ctx->Texture.Unit[i]._ReallyEnabled)
continue;
tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
diff --git a/src/mesa/drivers/dri/i965/brw_tex.c b/src/mesa/drivers/dri/i965/brw_tex.c
index b1f4de0..305d83d 100644
--- a/src/mesa/drivers/dri/i965/brw_tex.c
+++ b/src/mesa/drivers/dri/i965/brw_tex.c
@@ -46,8 +46,9 @@ void brw_validate_textures( struct brw_context *brw )
{
struct gl_context *ctx = &brw->ctx;
int i;
+ int maxEnabledUnit = ctx->Texture._MaxEnabledTexImageUnit;
- for (i = 0; i < ctx->Const.MaxCombinedTextureImageUnits; i++) {
+ for (i = 0; i <= maxEnabledUnit; i++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
if (texUnit->_ReallyEnabled) {
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