[Mesa-dev] [PATCH v2] mesa/vbo: reduce prim array size
Bartosz Tomczyk
bartosz.tomczyk86 at gmail.com
Wed May 3 16:16:55 UTC 2017
Yes, please push it for me.
On 03.05.2017 17:41, Nicolai Hähnle wrote:
> Reviewed-by: Nicolai Hähnle <nicolai.haehnle at amd.com>
>
> Do you need somebody to push this?
>
> On 02.05.2017 13:19, Bartosz Tomczyk wrote:
>> We always use only single element.
>>
>> v2: Change signle element arrays to variables
>> ---
>> 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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