[Mesa-dev] [PATCH 7/7] i965: Reduce vertex state reemission
Kristian Høgsberg Kristensen
krh at bitplanet.net
Tue Dec 15 00:28:14 PST 2015
We can inspect VS prog_data for iterations i > 0, and only flag
BRW_NEW_VERTICES when one of our system values change.
This change also flags BRW_NEW_VERTICES in one case we were missing
before: if we're doing an indirect draw, prims[i].basevertex is always 0
and the real base vertex value is in the indirect parameter
buffer. Thus, if a program uses base vertex or base instance, and the
draw call is indirect, flag BRW_NEW_VERTICES. A new piglit test,
spec/ARB_shader_draw_parameters/drawid-indirect-vertexid tests this.
---
src/mesa/drivers/dri/i965/brw_draw.c | 44 ++++++++++++++++++++++++++++++++----
1 file changed, 40 insertions(+), 4 deletions(-)
diff --git a/src/mesa/drivers/dri/i965/brw_draw.c b/src/mesa/drivers/dri/i965/brw_draw.c
index b0710c67..9e400ca 100644
--- a/src/mesa/drivers/dri/i965/brw_draw.c
+++ b/src/mesa/drivers/dri/i965/brw_draw.c
@@ -491,9 +491,44 @@ brw_try_draw_prims(struct gl_context *ctx,
}
}
- brw->draw.params.gl_basevertex =
+ /* Determine if we need to flag BRW_NEW_VERTICES for updating the
+ * gl_BaseVertexARB, gl_BaseInstanceARB or gl_DrawIDARB values. As
+ * above, we don't need to check first iteration, since the flag is set
+ * before the loop. We also can't rely on vs prog_data in the first
+ * iteration, but after drawing once, we've uploaded the programs and
+ * can look at prog_data.
+ *
+ * Despite the prims[] name, eache iteration correspond to a draw call
+ * from a glMulti* style draw call. We need to re-upload vertex state if
+ *
+ * 1) the program uses gl_DrawIDARB (changes every iteration),
+ *
+ * 2) the program uses gl_BaseVertexARB or gl_BaseInstanceARB and the
+ * draw call is indirect (meaning we can't check if the value change
+ * or not), or
+ *
+ * 3) the program uses gl_BaseVertexARB or gl_BaseInstanceARB and the
+ * value changed
+ */
+ const int new_basevertex =
prims[i].indexed ? prims[i].basevertex : prims[i].start;
- brw->draw.params.gl_baseinstance = prims[i].base_instance;
+ const int new_baseinstance = prims[i].base_instance;
+ if (i > 0) {
+ const bool uses_draw_parameters =
+ brw->vs.prog_data->uses_basevertex ||
+ brw->vs.prog_data->uses_baseinstance;
+
+ if (brw->vs.prog_data->uses_drawid ||
+ (uses_draw_parameters && prims[i].is_indirect) ||
+ (brw->vs.prog_data->uses_basevertex &&
+ brw->draw.params.gl_basevertex != new_basevertex) ||
+ (brw->vs.prog_data->uses_baseinstance &&
+ brw->draw.params.gl_baseinstance != new_baseinstance))
+ brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
+ }
+
+ brw->draw.params.gl_basevertex = new_basevertex;
+ brw->draw.params.gl_baseinstance = new_baseinstance;
drm_intel_bo_unreference(brw->draw.draw_params_bo);
if (prims[i].is_indirect) {
@@ -512,10 +547,11 @@ brw_try_draw_prims(struct gl_context *ctx,
}
/* gl_DrawID always needs its own vertex buffer since it's not part of
- * the indirect parameter buffer. */
+ * the indirect parameter buffer.
+ */
brw->draw.gl_drawid = prims[i].draw_id;
drm_intel_bo_unreference(brw->draw.draw_id_bo);
- brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
+ brw->draw.draw_id_bo = NULL;
if (brw->gen < 6)
brw_set_prim(brw, &prims[i]);
--
2.5.0
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