[Mesa-dev] [PATCH v2] mesa/vbo: reduce prim array size

Brian Paul brianp at vmware.com
Tue May 2 14:27:34 UTC 2017


On 05/02/2017 05:19 AM, Bartosz Tomczyk wrote:
> We always use only single element.
>
> v2: Change signle element arrays to variables

"single"

Looks good.

Reviewed-by: Brian Paul <brianp at vmware.com>


> ---
>   src/mesa/vbo/vbo_exec_array.c | 74 +++++++++++++++++++++----------------------
>   1 file changed, 37 insertions(+), 37 deletions(-)
>
> diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c
> index 15382eaaae..0fcaefe30a 100644
> --- a/src/mesa/vbo/vbo_exec_array.c
> +++ b/src/mesa/vbo/vbo_exec_array.c
> @@ -462,7 +462,7 @@ vbo_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
>                   GLuint drawID)
>   {
>      struct vbo_context *vbo = vbo_context(ctx);
> -   struct _mesa_prim prim[2];
> +   struct _mesa_prim prim;
>
>      if (skip_validated_draw(ctx))
>         return;
> @@ -472,18 +472,18 @@ vbo_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
>      /* OpenGL 4.5 says that primitive restart is ignored with non-indexed
>       * draws.
>       */
> -   memset(prim, 0, sizeof(prim));
> -   prim[0].begin = 1;
> -   prim[0].end = 1;
> -   prim[0].mode = mode;
> -   prim[0].num_instances = numInstances;
> -   prim[0].base_instance = baseInstance;
> -   prim[0].draw_id = drawID;
> -   prim[0].is_indirect = 0;
> -   prim[0].start = start;
> -   prim[0].count = count;
> -
> -   vbo->draw_prims(ctx, prim, 1, NULL,
> +   memset(&prim, 0, sizeof(prim));
> +   prim.begin = 1;
> +   prim.end = 1;
> +   prim.mode = mode;
> +   prim.num_instances = numInstances;
> +   prim.base_instance = baseInstance;
> +   prim.draw_id = drawID;
> +   prim.is_indirect = 0;
> +   prim.start = start;
> +   prim.count = count;
> +
> +   vbo->draw_prims(ctx, &prim, 1, NULL,
>                      GL_TRUE, start, start + count - 1, NULL, 0, NULL);
>
>      if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH) {
> @@ -853,7 +853,7 @@ vbo_validated_drawrangeelements(struct gl_context *ctx, GLenum mode,
>   {
>      struct vbo_context *vbo = vbo_context(ctx);
>      struct _mesa_index_buffer ib;
> -   struct _mesa_prim prim[1];
> +   struct _mesa_prim prim;
>
>      if (skip_draw_elements(ctx, count, indices))
>         return;
> @@ -865,19 +865,19 @@ vbo_validated_drawrangeelements(struct gl_context *ctx, GLenum mode,
>      ib.obj = ctx->Array.VAO->IndexBufferObj;
>      ib.ptr = indices;
>
> -   prim[0].begin = 1;
> -   prim[0].end = 1;
> -   prim[0].weak = 0;
> -   prim[0].pad = 0;
> -   prim[0].mode = mode;
> -   prim[0].start = 0;
> -   prim[0].count = count;
> -   prim[0].indexed = 1;
> -   prim[0].is_indirect = 0;
> -   prim[0].basevertex = basevertex;
> -   prim[0].num_instances = numInstances;
> -   prim[0].base_instance = baseInstance;
> -   prim[0].draw_id = 0;
> +   prim.begin = 1;
> +   prim.end = 1;
> +   prim.weak = 0;
> +   prim.pad = 0;
> +   prim.mode = mode;
> +   prim.start = 0;
> +   prim.count = count;
> +   prim.indexed = 1;
> +   prim.is_indirect = 0;
> +   prim.basevertex = basevertex;
> +   prim.num_instances = numInstances;
> +   prim.base_instance = baseInstance;
> +   prim.draw_id = 0;
>
>      /* Need to give special consideration to rendering a range of
>       * indices starting somewhere above zero.  Typically the
> @@ -910,7 +910,7 @@ vbo_validated_drawrangeelements(struct gl_context *ctx, GLenum mode,
>       * for the latter case elsewhere.
>       */
>
> -   vbo->draw_prims(ctx, prim, 1, &ib,
> +   vbo->draw_prims(ctx, &prim, 1, &ib,
>                      index_bounds_valid, start, end, NULL, 0, NULL);
>
>      if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH) {
> @@ -1409,7 +1409,7 @@ vbo_draw_transform_feedback(struct gl_context *ctx, GLenum mode,
>                               GLuint stream, GLuint numInstances)
>   {
>      struct vbo_context *vbo = vbo_context(ctx);
> -   struct _mesa_prim prim[2];
> +   struct _mesa_prim prim;
>
>      if (!_mesa_validate_DrawTransformFeedback(ctx, mode, obj, stream,
>                                                numInstances)) {
> @@ -1431,19 +1431,19 @@ vbo_draw_transform_feedback(struct gl_context *ctx, GLenum mode,
>      vbo_bind_arrays(ctx);
>
>      /* init most fields to zero */
> -   memset(prim, 0, sizeof(prim));
> -   prim[0].begin = 1;
> -   prim[0].end = 1;
> -   prim[0].mode = mode;
> -   prim[0].num_instances = numInstances;
> -   prim[0].base_instance = 0;
> -   prim[0].is_indirect = 0;
> +   memset(&prim, 0, sizeof(prim));
> +   prim.begin = 1;
> +   prim.end = 1;
> +   prim.mode = mode;
> +   prim.num_instances = numInstances;
> +   prim.base_instance = 0;
> +   prim.is_indirect = 0;
>
>      /* Maybe we should do some primitive splitting for primitive restart
>       * (like in DrawArrays), but we have no way to know how many vertices
>       * will be rendered. */
>
> -   vbo->draw_prims(ctx, prim, 1, NULL, GL_FALSE, 0, ~0, obj, stream, NULL);
> +   vbo->draw_prims(ctx, &prim, 1, NULL, GL_FALSE, 0, ~0, obj, stream, NULL);
>
>      if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH) {
>         _mesa_flush(ctx);
>



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