[Mesa-dev] [PATCH 3/3] mesa: Only flag _NEW_TEXTURE on texture updates when a texture changes.
Eric Anholt
eric at anholt.net
Thu Feb 16 15:40:49 PST 2012
There are three reasons left for this function flagging it:
Re-computing completeness (and therefore the number of levels),
binding a new current texture object, or you're doing some sort of
fixed function (and nobody cares). For other cases, like rebinding a
shader, we no longer trigger the driver recomputing every piece of
texture state.
Improves a VS state change microbenchmark by 14.8284% +/- 1.02% (n=10)
on gen7. No statistically significant performance difference on
640x480 nexuiz (n=78).
v2: Remove obsoleted comment, fix state flagging on transition to
!_ReallyEnabled by unreffing the object (which seems like a good
idea anyway).
---
The unreffing appears to have cleared up my hang. I'm thinking about
how to write a testcase.
src/mesa/main/texstate.c | 36 ++++++++++++++++++++++++++----------
1 files changed, 26 insertions(+), 10 deletions(-)
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index 641e1f8..8c811d7 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -592,9 +592,6 @@ update_texture_state( struct gl_context *ctx )
* FINISHME: here.
*/
- /* TODO: only set this if there are actual changes */
- ctx->NewState |= _NEW_TEXTURE;
-
/*
* Update texture unit state.
*/
@@ -604,6 +601,7 @@ update_texture_state( struct gl_context *ctx )
GLbitfield enabledFragTargets = 0x0;
GLbitfield enabledTargets = 0x0;
GLuint texIndex;
+ struct gl_texture_object *oldObj = texUnit->_Current;
/* Get the bitmask of texture target enables.
* enableBits will be a mask of the TEXTURE_*_BIT flags indicating
@@ -625,10 +623,18 @@ update_texture_state( struct gl_context *ctx )
enabledTargets = enabledVertTargets | enabledFragTargets;
+ /* This is not flagged with _NEW_TEXTURE, because the test for changing of
+ * the _Current texture object will cover every case where _ReallyEnabled
+ * could have changed.
+ */
texUnit->_ReallyEnabled = 0x0;
if (enabledTargets == 0x0) {
/* neither vertex nor fragment processing uses this unit */
+ if (texUnit->_Current) {
+ _mesa_reference_texobj(&texUnit->_Current, NULL);
+ ctx->NewState |= _NEW_TEXTURE;
+ }
continue;
}
@@ -642,6 +648,10 @@ update_texture_state( struct gl_context *ctx )
if (enabledTargets & (1 << texIndex)) {
struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
if (!texObj->_Complete) {
+ /* While _Complete is only consumed by us, this call also updates
+ _MaxLevel, which drivers do need to see.
+ */
+ ctx->NewState |= _NEW_TEXTURE;
_mesa_test_texobj_completeness(ctx, texObj);
}
if (texObj->_Complete) {
@@ -668,22 +678,26 @@ update_texture_state( struct gl_context *ctx )
_mesa_reference_texobj(&texUnit->_Current, texObj);
texUnit->_ReallyEnabled = 1 << texTarget;
}
- else {
- /* fixed-function: texture unit is really disabled */
- continue;
- }
}
+
+ if (oldObj != texUnit->_Current)
+ ctx->NewState |= _NEW_TEXTURE;
}
/* Determine which texture coordinate sets are actually needed */
if (fprog) {
const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
+ GLuint new_coord_units = ((fprog->InputsRead >> FRAG_ATTRIB_TEX0) &
+ coordMask);
/* Note that this gets consumed by update_ffvs_texture_state(). */
- ctx->Texture._EnabledCoordUnits
- = (fprog->InputsRead >> FRAG_ATTRIB_TEX0) & coordMask;
+ if (ctx->Texture._EnabledCoordUnits != new_coord_units) {
+ ctx->NewState |= _NEW_TEXTURE;
+ ctx->Texture._EnabledCoordUnits = new_coord_units;
+ }
}
else {
+ ctx->NewState |= _NEW_TEXTURE;
update_fffs_texture_state(ctx);
}
@@ -691,8 +705,10 @@ update_texture_state( struct gl_context *ctx )
* 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)
+ if (!vprog) {
+ ctx->NewState |= _NEW_TEXTURE;
update_ffvs_texture_state(ctx);
+ }
}
--
1.7.9
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