[Mesa-dev] [PATCH 1/2] mesa: Avoid computing fixed function texture state setup if possible.
Brian Paul
brianp at vmware.com
Thu Feb 16 07:45:56 PST 2012
On 02/15/2012 07:01 PM, Eric Anholt wrote:
> None of the consumers of this state will be called while the fs or vs
> is in place, and the update_texture_state() call will get re-called on
> fs/vs change, so it should be safe to skip the computation. Improves
> the performance of a VS state change microbenchmark by 1.60186% +/-
> 0.443318% (n=20).
> ---
> src/mesa/main/texstate.c | 117 +++++++++++++++++++++++++++------------------
> 1 files changed, 70 insertions(+), 47 deletions(-)
This looks good. Minor comment below.
> diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
> index 187ec9c..2dbf530 100644
> --- a/src/mesa/main/texstate.c
> +++ b/src/mesa/main/texstate.c
> @@ -476,6 +476,68 @@ update_tex_combine(struct gl_context *ctx, struct gl_texture_unit *texUnit)
> }
> }
>
It would be good if the following two functions had comments
indicating that the _ReallyEnabled and _EnabledCoordUnits field must
have already been computed first (as well as any other dependencies).
> +static void
> +update_fffs_texture_state(struct gl_context *ctx)
> +{
> + GLuint unit;
> +
> + ctx->Texture._EnabledUnits = 0;
> + ctx->Texture._EnabledCoordUnits = 0;
> +
> + for (unit = 0; unit< ctx->Const.MaxCombinedTextureImageUnits; unit++) {
> + struct gl_texture_unit *texUnit =&ctx->Texture.Unit[unit];
> +
> + if (!texUnit->_ReallyEnabled)
> + continue;
> +
> + ctx->Texture._EnabledUnits |= (1<< unit);
> + ctx->Texture._EnabledCoordUnits |= (1<< unit);
> +
> + update_tex_combine(ctx, texUnit);
> + }
> +}
> +
> +static void
> +update_ffvs_texture_state(struct gl_context *ctx)
> +{
> + GLuint unit;
> +
> + ctx->Texture._GenFlags = 0x0;
> + ctx->Texture._TexMatEnabled = 0x0;
> + ctx->Texture._TexGenEnabled = 0x0;
> +
> + /* Setup texgen for those texture coordinate sets that are in use */
> + for (unit = 0; unit< ctx->Const.MaxTextureCoordUnits; unit++) {
> + struct gl_texture_unit *texUnit =&ctx->Texture.Unit[unit];
> +
> + texUnit->_GenFlags = 0x0;
> +
> + if (!(ctx->Texture._EnabledCoordUnits& (1<< unit)))
> + continue;
> +
> + if (texUnit->TexGenEnabled) {
> + if (texUnit->TexGenEnabled& S_BIT) {
> + texUnit->_GenFlags |= texUnit->GenS._ModeBit;
> + }
> + if (texUnit->TexGenEnabled& T_BIT) {
> + texUnit->_GenFlags |= texUnit->GenT._ModeBit;
> + }
> + if (texUnit->TexGenEnabled& R_BIT) {
> + texUnit->_GenFlags |= texUnit->GenR._ModeBit;
> + }
> + if (texUnit->TexGenEnabled& Q_BIT) {
> + texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
> + }
> +
> + ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
> + ctx->Texture._GenFlags |= texUnit->_GenFlags;
> + }
> +
> + ASSERT(unit< Elements(ctx->TextureMatrixStack));
> + if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
> + ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
> + }
> +}
>
> /**
> * \note This routine refers to derived texture matrix values to
> @@ -491,7 +553,6 @@ update_texture_state( struct gl_context *ctx )
> GLuint unit;
> struct gl_program *fprog = NULL;
> struct gl_program *vprog = NULL;
> - GLbitfield enabledFragUnits = 0x0;
>
> if (ctx->Shader.CurrentVertexProgram&&
> ctx->Shader.CurrentVertexProgram->LinkStatus) {
> @@ -518,11 +579,6 @@ update_texture_state( struct gl_context *ctx )
> /* TODO: only set this if there are actual changes */
> ctx->NewState |= _NEW_TEXTURE;
>
> - ctx->Texture._EnabledUnits = 0x0;
> - ctx->Texture._GenFlags = 0x0;
> - ctx->Texture._TexMatEnabled = 0x0;
> - ctx->Texture._TexGenEnabled = 0x0;
> -
> /*
> * Update texture unit state.
> */
> @@ -601,59 +657,26 @@ update_texture_state( struct gl_context *ctx )
> continue;
> }
> }
> -
> - /* if we get here, we know this texture unit is enabled */
> -
> - ctx->Texture._EnabledUnits |= (1<< unit);
> -
> - if (enabledFragTargets)
> - enabledFragUnits |= (1<< unit);
> -
> - update_tex_combine(ctx, texUnit);
> }
>
>
> /* Determine which texture coordinate sets are actually needed */
> if (fprog) {
> const GLuint coordMask = (1<< MAX_TEXTURE_COORD_UNITS) - 1;
> + /* Note that this gets consumed by update_ffvs_texture_state(). */
> ctx->Texture._EnabledCoordUnits
> = (fprog->InputsRead>> FRAG_ATTRIB_TEX0)& coordMask;
> }
> else {
> - ctx->Texture._EnabledCoordUnits = enabledFragUnits;
> + update_fffs_texture_state(ctx);
> }
>
> - /* Setup texgen for those texture coordinate sets that are in use */
> - for (unit = 0; unit< ctx->Const.MaxTextureCoordUnits; unit++) {
> - struct gl_texture_unit *texUnit =&ctx->Texture.Unit[unit];
> -
> - texUnit->_GenFlags = 0x0;
> -
> - if (!(ctx->Texture._EnabledCoordUnits& (1<< unit)))
> - continue;
> -
> - if (texUnit->TexGenEnabled) {
> - if (texUnit->TexGenEnabled& S_BIT) {
> - texUnit->_GenFlags |= texUnit->GenS._ModeBit;
> - }
> - if (texUnit->TexGenEnabled& T_BIT) {
> - texUnit->_GenFlags |= texUnit->GenT._ModeBit;
> - }
> - if (texUnit->TexGenEnabled& R_BIT) {
> - texUnit->_GenFlags |= texUnit->GenR._ModeBit;
> - }
> - if (texUnit->TexGenEnabled& Q_BIT) {
> - texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
> - }
> -
> - ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
> - ctx->Texture._GenFlags |= texUnit->_GenFlags;
> - }
> -
> - ASSERT(unit< Elements(ctx->TextureMatrixStack));
> - if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
> - ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
> - }
> + /* Skip texgen and texmat computed state setup in the presence of a vertex
> + * program. Those state flags are only used in the case of fixed function
> + * vertex shading, in the tnl pipeline or ff_vertex_shader.
> + */
> + if (!vprog)
> + update_ffvs_texture_state(ctx);
> }
>
>
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