[Glamor] [PATCH 1/3] Use glDrawRangeElements instead of glDrawElements
Grigori Goronzy
greg at chown.ath.cx
Tue Oct 1 15:37:55 PDT 2013
This lets us explicitly specify the range of vertices that are used,
which the OpenGL driver can use for optimization. Particularly,
it results in lower CPU overhead with Mesa-based drivers.
---
src/glamor_fill.c | 9 +++++++++
src/glamor_gl_dispatch.c | 1 +
src/glamor_gl_dispatch.h | 1 +
src/glamor_render.c | 6 ++++++
src/glamor_trapezoid.c | 6 ++++++
5 files changed, 23 insertions(+)
diff --git a/src/glamor_fill.c b/src/glamor_fill.c
index 2f08d72..fbc8739 100644
--- a/src/glamor_fill.c
+++ b/src/glamor_fill.c
@@ -244,10 +244,19 @@ _glamor_solid_boxes(PixmapPtr pixmap, BoxPtr box, int nbox, float *color)
if (box_cnt == 1)
dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, box_cnt * 4);
else
+#ifndef GLAMOR_GLES2
+ dispatch->glDrawRangeElements(GL_TRIANGLES,
+ 0,
+ box_cnt * 4,
+ box_cnt * 6,
+ GL_UNSIGNED_SHORT,
+ NULL);
+#else
dispatch->glDrawElements(GL_TRIANGLES,
box_cnt * 6,
GL_UNSIGNED_SHORT,
NULL);
+#endif
nbox -= box_cnt;
box += box_cnt;
}
diff --git a/src/glamor_gl_dispatch.c b/src/glamor_gl_dispatch.c
index f996504..da99e26 100644
--- a/src/glamor_gl_dispatch.c
+++ b/src/glamor_gl_dispatch.c
@@ -54,6 +54,7 @@ glamor_gl_dispatch_init_impl(struct glamor_gl_dispatch *dispatch,
INIT_FUNC(dispatch, glMapBufferRange, get_proc_address);
INIT_FUNC(dispatch, glUnmapBuffer, get_proc_address);
INIT_FUNC(dispatch, glBlitFramebuffer, get_proc_address);
+ INIT_FUNC(dispatch, glDrawRangeElements, get_proc_address);
#endif
INIT_FUNC(dispatch, glViewport, get_proc_address);
INIT_FUNC(dispatch, glDrawArrays, get_proc_address);
diff --git a/src/glamor_gl_dispatch.h b/src/glamor_gl_dispatch.h
index b3fc3a6..76dadd4 100644
--- a/src/glamor_gl_dispatch.h
+++ b/src/glamor_gl_dispatch.h
@@ -12,6 +12,7 @@ typedef struct glamor_gl_dispatch {
/* Elements Array*/
void (*glDrawElements) (GLenum mode, GLsizei count, GLenum type, const GLvoid * indices);
+ void (*glDrawRangeElements) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices);
/* Raster functions */
void (*glReadPixels) (GLint x, GLint y,
diff --git a/src/glamor_render.c b/src/glamor_render.c
index 27d5dc5..d2ac381 100644
--- a/src/glamor_render.c
+++ b/src/glamor_render.c
@@ -841,8 +841,14 @@ glamor_flush_composite_rects(ScreenPtr screen)
if (!glamor_priv->render_nr_verts)
return;
+#ifndef GLAMOR_GLES2
+ dispatch->glDrawRangeElements(GL_TRIANGLES, 0, glamor_priv->render_nr_verts,
+ (glamor_priv->render_nr_verts * 3) / 2,
+ GL_UNSIGNED_SHORT, NULL);
+#else
dispatch->glDrawElements(GL_TRIANGLES, (glamor_priv->render_nr_verts * 3) / 2,
GL_UNSIGNED_SHORT, NULL);
+#endif
glamor_put_dispatch(glamor_priv);
}
diff --git a/src/glamor_trapezoid.c b/src/glamor_trapezoid.c
index 7c934e3..76b3729 100644
--- a/src/glamor_trapezoid.c
+++ b/src/glamor_trapezoid.c
@@ -1543,8 +1543,14 @@ _glamor_generate_trapezoid_with_shader(ScreenPtr screen, PicturePtr picture,
glamor_priv->vb, GL_DYNAMIC_DRAW);
}
+#ifndef GLAMOR_GLES2
+ dispatch->glDrawRangeElements(GL_TRIANGLES, 0, glamor_priv->render_nr_verts,
+ (glamor_priv->render_nr_verts * 3) / 2,
+ GL_UNSIGNED_SHORT, NULL);
+#else
dispatch->glDrawElements(GL_TRIANGLES, (glamor_priv->render_nr_verts * 3) / 2,
GL_UNSIGNED_SHORT, NULL);
+#endif
}
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
--
1.8.1.2
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