[Mesa-dev] [PATCH 4/8] vbo: use software primitive restart in the VBO module
Jordan Justen
jljusten at gmail.com
Fri May 11 10:13:22 PDT 2012
On Fri, May 11, 2012 at 9:48 AM, Marek Olšák <maraeo at gmail.com> wrote:
> On Fri, May 11, 2012 at 5:15 PM, Jordan Justen
> <jordan.l.justen at intel.com> wrote:
>> When PrimitiveRestartInSoftware is set, the VBO module will handle
>> primitive restart scenarios before calling the vbo_draw_func
>> drawing function.
>>
>> Signed-off-by: Jordan Justen <jordan.l.justen at intel.com>
>> ---
>> src/mesa/vbo/vbo_exec_array.c | 50 ++++++++++++++++++++++++++++++-----------
>> 1 file changed, 37 insertions(+), 13 deletions(-)
>>
>> diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c
>> index cc94e76..e584cef 100644
>> --- a/src/mesa/vbo/vbo_exec_array.c
>> +++ b/src/mesa/vbo/vbo_exec_array.c
>> @@ -542,6 +542,30 @@ vbo_bind_arrays(struct gl_context *ctx)
>> }
>>
>>
>> +static void vbo_exec_array_draw_prims(struct gl_context *ctx,
>> + const struct _mesa_prim *prim,
>> + GLuint nr_prims,
>> + const struct _mesa_index_buffer *ib,
>> + GLboolean index_bounds_valid,
>> + GLuint min_index,
>> + GLuint max_index,
>> + struct gl_transform_feedback_object *tfb_vertcount)
>> +{
>> + struct vbo_context *vbo = vbo_context(ctx);
>> +
>> + if ((ib != NULL) &&
>> + ctx->Const.PrimitiveRestartInSoftware &&
>> + ctx->Array.PrimitiveRestart) {
>> + /* Handle primitive restart in software */
>> + vbo_sw_primitive_restart(ctx, prim, nr_prims, ib, tfb_vertcount);
>> + } else {
>> + /* Call driver directly for draw_prims */
>> + vbo->draw_prims(ctx, prim, nr_prims, ib,
>> + index_bounds_valid, min_index, max_index, tfb_vertcount);
>> + }
>> +}
>> +
>> +
>> /**
>> * Helper function called by the other DrawArrays() functions below.
>> * This is where we handle primitive restart for drawing non-indexed
>> @@ -600,8 +624,8 @@ vbo_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
>> if (primCount > 0) {
>> /* draw one or two prims */
>> check_buffers_are_unmapped(exec->array.inputs);
>> - vbo->draw_prims(ctx, prim, primCount, NULL,
>> - GL_TRUE, start, start + count - 1, NULL);
>> + vbo_exec_array_draw_prims(ctx, prim, primCount, NULL,
>> + GL_TRUE, start, start + count - 1, NULL);
>> }
>> }
>> else {
>
> The hunk above can be discarded (and I would prefer if it were), because the
> draw call is non-indexed.
>
>> @@ -610,9 +634,9 @@ vbo_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
>> prim[0].count = count;
>>
>> check_buffers_are_unmapped(exec->array.inputs);
>> - vbo->draw_prims(ctx, prim, 1, NULL,
>> - GL_TRUE, start, start + count - 1,
>> - NULL);
>> + vbo_exec_array_draw_prims(ctx, prim, 1, NULL,
>> + GL_TRUE, start, start + count - 1,
>> + NULL);
>> }
>> }
>>
>
> Same as above.
>
>> @@ -801,8 +825,8 @@ vbo_validated_drawrangeelements(struct gl_context *ctx, GLenum mode,
>> */
>>
>> check_buffers_are_unmapped(exec->array.inputs);
>> - vbo->draw_prims( ctx, prim, 1, &ib,
>> - index_bounds_valid, start, end, NULL );
>> + vbo_exec_array_draw_prims(ctx, prim, 1, &ib,
>> + index_bounds_valid, start, end, NULL );
>> }
>>
>>
>> @@ -1096,8 +1120,8 @@ vbo_validated_multidrawelements(struct gl_context *ctx, GLenum mode,
>> }
>>
>> check_buffers_are_unmapped(exec->array.inputs);
>> - vbo->draw_prims(ctx, prim, primcount, &ib,
>> - GL_FALSE, ~0, ~0, NULL);
>> + vbo_exec_array_draw_prims(ctx, prim, primcount, &ib,
>> + GL_FALSE, ~0, ~0, NULL);
>> } else {
>> /* render one prim at a time */
>> for (i = 0; i < primcount; i++) {
>> @@ -1121,8 +1145,8 @@ vbo_validated_multidrawelements(struct gl_context *ctx, GLenum mode,
>> prim[0].basevertex = 0;
>>
>> check_buffers_are_unmapped(exec->array.inputs);
>> - vbo->draw_prims(ctx, prim, 1, &ib,
>> - GL_FALSE, ~0, ~0, NULL);
>> + vbo_exec_array_draw_prims(ctx, prim, 1, &ib,
>> + GL_FALSE, ~0, ~0, NULL);
>> }
>> }
>>
>> @@ -1199,8 +1223,8 @@ vbo_draw_transform_feedback(struct gl_context *ctx, GLenum mode,
>> * will be rendered. */
>>
>> check_buffers_are_unmapped(exec->array.inputs);
>> - vbo->draw_prims(ctx, prim, 1, NULL,
>> - GL_TRUE, 0, 0, obj);
>> + vbo_exec_array_draw_prims(ctx, prim, 1, NULL,
>> + GL_TRUE, 0, 0, obj);
>> }
>
> glDrawTransformFeedback is non-indexed too and obviously you can't do
> any primitive splitting in it anyway, because the vertex count is
> inaccessible to a CPU (and _mesa_prim::count is always 0).
Ok, I'll exclude these these cases, and rename
vbo_exec_array_draw_prims to something like
vbo_handle_primitive_restart.
-Jordan
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