[Mesa-dev] [PATCH 13/13] vbo: Make use of _DrawVAO from the dlist code.

Mathias.Froehlich at gmx.net Mathias.Froehlich at gmx.net
Thu Feb 15 19:55:25 UTC 2018


From: Mathias Fröhlich <mathias.froehlich at web.de>

Finally use an internal VAO to execute display
list draws. Avoid duplicate state validation
for display list draws. Remove client arrays
previously used exclusively for display lists.

Signed-off-by: Mathias Fröhlich <Mathias.Froehlich at web.de>
---
 src/mesa/vbo/vbo_save.c      |  37 ++----------
 src/mesa/vbo/vbo_save.h      |   4 +-
 src/mesa/vbo/vbo_save_api.c  | 132 +++++++++++++++++++++++++++++++++++++++++--
 src/mesa/vbo/vbo_save_draw.c |  64 ++++-----------------
 4 files changed, 144 insertions(+), 93 deletions(-)

diff --git a/src/mesa/vbo/vbo_save.c b/src/mesa/vbo/vbo_save.c
index 19c40ec530..f106cf279a 100644
--- a/src/mesa/vbo/vbo_save.c
+++ b/src/mesa/vbo/vbo_save.c
@@ -27,6 +27,7 @@
 
 
 #include "main/mtypes.h"
+#include "main/arrayobj.h"
 #include "main/bufferobj.h"
 
 #include "vbo_private.h"
@@ -44,32 +45,8 @@ void vbo_save_init( struct gl_context *ctx )
 
    vbo_save_api_init( save );
 
-   {
-      struct gl_vertex_array *arrays = save->arrays;
-      unsigned i;
-
-      memcpy(arrays, &vbo->currval[VBO_ATTRIB_POS],
-             VERT_ATTRIB_FF_MAX * sizeof(arrays[0]));
-      for (i = 0; i < VERT_ATTRIB_FF_MAX; ++i) {
-         struct gl_vertex_array *array;
-         array = &arrays[VERT_ATTRIB_FF(i)];
-         array->BufferObj = NULL;
-         _mesa_reference_buffer_object(ctx, &arrays->BufferObj,
-                                       vbo->currval[VBO_ATTRIB_POS+i].BufferObj);
-      }
-
-      memcpy(arrays + VERT_ATTRIB_GENERIC(0),
-             &vbo->currval[VBO_ATTRIB_GENERIC0],
-             VERT_ATTRIB_GENERIC_MAX * sizeof(arrays[0]));
-
-      for (i = 0; i < VERT_ATTRIB_GENERIC_MAX; ++i) {
-         struct gl_vertex_array *array;
-         array = &arrays[VERT_ATTRIB_GENERIC(i)];
-         array->BufferObj = NULL;
-         _mesa_reference_buffer_object(ctx, &array->BufferObj,
-                           vbo->currval[VBO_ATTRIB_GENERIC0+i].BufferObj);
-      }
-   }
+   for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
+      save->VAO[vpm] = NULL;
 
    ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
 }
@@ -79,7 +56,9 @@ void vbo_save_destroy( struct gl_context *ctx )
 {
    struct vbo_context *vbo = vbo_context(ctx);
    struct vbo_save_context *save = &vbo->save;
-   GLuint i;
+
+   for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
+      _mesa_reference_vao(ctx, &save->VAO[vpm], NULL);
 
    if (save->prim_store) {
       if ( --save->prim_store->refcount == 0 ) {
@@ -93,10 +72,6 @@ void vbo_save_destroy( struct gl_context *ctx )
          save->vertex_store = NULL;
       }
    }
-
-   for (i = 0; i < VBO_ATTRIB_MAX; i++) {
-      _mesa_reference_buffer_object(ctx, &save->arrays[i].BufferObj, NULL);
-   }
 }
 
 
diff --git a/src/mesa/vbo/vbo_save.h b/src/mesa/vbo/vbo_save.h
index cb0bff2341..edbce3673d 100644
--- a/src/mesa/vbo/vbo_save.h
+++ b/src/mesa/vbo/vbo_save.h
@@ -66,6 +66,7 @@ struct vbo_save_vertex_list {
    GLenum16 attrtype[VBO_ATTRIB_MAX];
    GLuint offsets[VBO_ATTRIB_MAX];
    GLuint vertex_size;  /**< size in GLfloats */
+   struct gl_vertex_array_object *VAO[VP_MODE_MAX];
 
    /* Copy of the final vertex from node->vertex_store->bufferobj.
     * Keep this in regular (non-VBO) memory to avoid repeated
@@ -140,14 +141,13 @@ struct vbo_save_context {
    struct gl_context *ctx;
    GLvertexformat vtxfmt;
    GLvertexformat vtxfmt_noop;  /**< Used if out_of_memory is true */
-   struct gl_vertex_array arrays[VBO_ATTRIB_MAX];
-   const struct gl_vertex_array *inputs[VBO_ATTRIB_MAX];
 
    GLbitfield64 enabled; /**< mask of enabled vbo arrays. */
    GLubyte attrsz[VBO_ATTRIB_MAX];  /**< 1, 2, 3 or 4 */
    GLenum16 attrtype[VBO_ATTRIB_MAX];  /**< GL_FLOAT, GL_INT, etc */
    GLubyte active_sz[VBO_ATTRIB_MAX];  /**< 1, 2, 3 or 4 */
    GLuint vertex_size;  /**< size in GLfloats */
+   struct gl_vertex_array_object *VAO[VP_MODE_MAX];
 
    GLboolean out_of_memory;  /**< True if last VBO allocation failed */
 
diff --git a/src/mesa/vbo/vbo_save_api.c b/src/mesa/vbo/vbo_save_api.c
index fb51bdb84e..1edf7b9dfa 100644
--- a/src/mesa/vbo/vbo_save_api.c
+++ b/src/mesa/vbo/vbo_save_api.c
@@ -68,6 +68,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
 
 
 #include "main/glheader.h"
+#include "main/arrayobj.h"
 #include "main/bufferobj.h"
 #include "main/context.h"
 #include "main/dlist.h"
@@ -79,6 +80,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
 #include "main/vtxfmt.h"
 #include "main/dispatch.h"
 #include "main/state.h"
+#include "main/varray.h"
 #include "util/bitscan.h"
 
 #include "vbo_noop.h"
@@ -411,6 +413,112 @@ convert_line_loop_to_strip(struct vbo_save_context *save,
 }
 
 
+/* Compare the present vao if it has the same setup. */
+static bool
+compare_vao(gl_vertex_processing_mode mode,
+            const struct gl_vertex_array_object *vao,
+            const struct gl_buffer_object *bo, GLintptr buffer_offset,
+            GLuint stride, GLbitfield64 vao_enabled,
+            const GLubyte size[VBO_ATTRIB_MAX],
+            const GLenum16 type[VBO_ATTRIB_MAX],
+            const GLuint offset[VBO_ATTRIB_MAX])
+{
+   if (!vao)
+      return false;
+
+   /* If the enabled arrays are not the same we are not equal. */
+   if (vao_enabled != vao->_Enabled)
+      return false;
+
+   /* Check the buffer binding at 0 */
+   if (vao->BufferBinding[0].BufferObj != bo)
+      return false;
+   /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
+   if (vao->BufferBinding[0].Stride != stride)
+      return false;
+   assert(vao->BufferBinding[0].InstanceDivisor == 0);
+
+   /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
+   const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
+
+   /* Now check the enabled arrays */
+   GLbitfield mask = vao_enabled;
+   while (mask) {
+      const int attr = u_bit_scan(&mask);
+      const unsigned char vbo_attr = vao_to_vbo_map[attr];
+      const GLenum16 tp = type[vbo_attr];
+      const GLintptr off = offset[vbo_attr] + buffer_offset;
+      const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
+      if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
+         return false;
+      if (attrib->Type != tp)
+         return false;
+      if (attrib->Size != size[vbo_attr])
+         return false;
+      assert(attrib->Format == GL_RGBA);
+      assert(attrib->Enabled == GL_TRUE);
+      assert(attrib->Normalized == GL_FALSE);
+      assert(attrib->Integer == vbo_attrtype_to_integer_flag(tp));
+      assert(attrib->Doubles == vbo_attrtype_to_double_flag(tp));
+      assert(attrib->BufferBindingIndex == 0);
+   }
+
+   return true;
+}
+
+
+/* Create or reuse the vao for the vertex processing mode. */
+static void
+update_vao(struct gl_context *ctx,
+           gl_vertex_processing_mode mode,
+           struct gl_vertex_array_object **vao,
+           struct gl_buffer_object *bo, GLintptr buffer_offset,
+           GLuint stride, GLbitfield64 vbo_enabled,
+           const GLubyte size[VBO_ATTRIB_MAX],
+           const GLenum16 type[VBO_ATTRIB_MAX],
+           const GLuint offset[VBO_ATTRIB_MAX])
+{
+   /* Compute the bitmasks of vao_enabled arrays */
+   GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
+
+   /*
+    * Check if we can possibly reuse the exisiting one.
+    * In the long term we should reset them when something changes.
+    */
+   if (compare_vao(mode, *vao, bo, buffer_offset, stride,
+                   vao_enabled, size, type, offset))
+      return;
+
+   /* The initial refcount is 1 */
+   _mesa_reference_vao(ctx, vao, NULL);
+   *vao = _mesa_new_vao(ctx, ~((GLuint)0));
+
+   /* Bind the buffer object at binding point 0 */
+   _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride, false);
+
+   /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
+    * Note that the position/generic0 aliasing is done in the VAO.
+    */
+   const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
+   /* Now set the enable arrays */
+   GLbitfield mask = vao_enabled;
+   while (mask) {
+      const int vao_attr = u_bit_scan(&mask);
+      const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
+
+      _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
+                             size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
+      _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0, false);
+      _mesa_enable_vertex_array_attrib(ctx, *vao, vao_attr, false);
+   }
+   assert(vao_enabled == (*vao)->_Enabled);
+   assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
+
+   /* Finalize and freeze the VAO */
+   _mesa_set_vao_immutable(ctx, *vao);
+}
+
+
 /**
  * Insert the active immediate struct onto the display list currently
  * being built.
@@ -420,6 +528,7 @@ compile_vertex_list(struct gl_context *ctx)
 {
    struct vbo_save_context *save = &vbo_context(ctx)->save;
    struct vbo_save_vertex_list *node;
+   GLintptr buffer_offset = 0;
    GLuint offset;
    unsigned i;
 
@@ -470,6 +579,20 @@ compile_vertex_list(struct gl_context *ctx)
    node->vertex_store = save->vertex_store;
    node->prim_store = save->prim_store;
 
+   /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
+    * Note that this may reuse the previous one of possible.
+    */
+   for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
+      /* create or reuse the vao */
+      update_vao(ctx, vpm, &save->VAO[vpm],
+                 node->vertex_store->bufferobj, buffer_offset,
+                 node->vertex_size*sizeof(GLfloat), node->enabled,
+                 node->attrsz, node->attrtype, node->offsets);
+      /* Reference the vao in the dlist */
+      node->VAO[vpm] = NULL;
+      _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
+   }
+
    node->vertex_store->refcount++;
    node->prim_store->refcount++;
 
@@ -1700,7 +1823,9 @@ static void
 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
 {
    struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
-   (void) ctx;
+
+   for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
+      _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
 
    if (--node->vertex_store->refcount == 0)
       free_vertex_store(ctx, node->vertex_store);
@@ -1773,7 +1898,6 @@ void
 vbo_save_api_init(struct vbo_save_context *save)
 {
    struct gl_context *ctx = save->ctx;
-   GLuint i;
 
    save->opcode_vertex_list =
       _mesa_dlist_alloc_opcode(ctx,
@@ -1785,8 +1909,4 @@ vbo_save_api_init(struct vbo_save_context *save)
    vtxfmt_init(ctx);
    current_init(ctx);
    _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
-
-   /* These will actually get set again when binding/drawing */
-   for (i = 0; i < VBO_ATTRIB_MAX; i++)
-      save->inputs[i] = &save->arrays[i];
 }
diff --git a/src/mesa/vbo/vbo_save_draw.c b/src/mesa/vbo/vbo_save_draw.c
index 8c58fecf40..5a73eb4613 100644
--- a/src/mesa/vbo/vbo_save_draw.c
+++ b/src/mesa/vbo/vbo_save_draw.c
@@ -129,58 +129,14 @@ playback_copy_to_current(struct gl_context *ctx,
 
 
 /**
- * Treat the vertex storage as a VBO, define vertex arrays pointing
- * into it:
+ * Set the appropriate VAO to draw.
  */
 static void
 bind_vertex_list(struct gl_context *ctx,
                  const struct vbo_save_vertex_list *node)
 {
-   struct vbo_context *vbo = vbo_context(ctx);
-   struct vbo_save_context *save = &vbo->save;
-   struct gl_vertex_array *arrays = save->arrays;
-   GLuint attr;
-   GLbitfield varying_inputs = 0x0;
-
-   const gl_vertex_processing_mode processing_mode
-      = ctx->VertexProgram._VPMode;
-   const GLubyte * const map = _vbo_attribute_alias_map[processing_mode];
-
-   /* Grab VERT_ATTRIB_{POS,GENERIC0} from VBO_ATTRIB_POS */
-   const gl_attribute_map_mode mode = ATTRIBUTE_MAP_MODE_POSITION;
-   const GLubyte *const array_map = _mesa_vao_attribute_map[mode];
-   for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
-      const GLuint src = map[array_map[attr]];
-      const GLubyte size = node->attrsz[src];
-
-      if (size == 0) {
-         save->inputs[attr] = &vbo->currval[map[attr]];
-      } else {
-         struct gl_vertex_array *array = &arrays[attr];
-         const GLenum16 type = node->attrtype[src];
-
-         /* override the default array set above */
-         save->inputs[attr] = array;
-
-         array->Ptr = (const GLubyte *) NULL + node->offsets[src];
-         array->Size = size;
-         array->StrideB = node->vertex_size * sizeof(GLfloat);
-         array->Type = type;
-         array->Integer = vbo_attrtype_to_integer_flag(type);
-         array->Format = GL_RGBA;
-         array->_ElementSize = size * sizeof(GLfloat);
-         _mesa_reference_buffer_object(ctx,
-                                       &array->BufferObj,
-                                       node->vertex_store->bufferobj);
-
-         assert(array->BufferObj->Name);
-
-         varying_inputs |= VERT_BIT(attr);
-      }
-   }
-
-   _mesa_set_varying_vp_inputs(ctx, varying_inputs);
-   ctx->NewDriverState |= ctx->DriverFlags.NewArray;
+   const gl_vertex_processing_mode mode = ctx->VertexProgram._VPMode;
+   _mesa_set_draw_vao(ctx, node->VAO[mode], _vbo_get_vao_filter(mode));
 }
 
 
@@ -258,6 +214,9 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
          goto end;
       }
 
+      bind_vertex_list(ctx, node);
+
+      /* Need that at least one time. */
       if (ctx->NewState)
          _mesa_update_state(ctx);
 
@@ -271,14 +230,11 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
          return;
       }
 
-      bind_vertex_list(ctx, node);
-
-      _mesa_set_drawing_arrays(ctx, vbo->save.inputs);
+      /* Finally update the inputs array */
+      _vbo_update_inputs(ctx, &vbo->array);
+      _mesa_set_drawing_arrays(ctx, vbo->array.inputs);
 
-      /* Again...
-       */
-      if (ctx->NewState)
-         _mesa_update_state(ctx);
+      assert(ctx->NewState == 0);
 
       if (node->vertex_count > 0) {
          GLuint min_index = node->start_vertex;
-- 
2.14.3



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