[Mesa-dev] [PATCH 03/10] mesa: Implement _mesa_array_element by walking enabled arrays.

Brian Paul brianp at vmware.com
Thu May 2 22:17:51 UTC 2019


On 05/02/2019 03:27 AM, Mathias.Froehlich at gmx.net wrote:
> From: Mathias Fröhlich <mathias.froehlich at web.de>
> 
> In glArrayElement, use the bitmask trick to just walk the enabled
> vao arrays. This should be about equivalent in execution time to
> walk the prepare aelt_context list. Finally this will allow us to
> reduce the _mesa_update_state calls in a few patches.
> 
> Signed-off-by: Mathias Fröhlich <Mathias.Froehlich at web.de>
> ---
>   src/mesa/main/api_arrayelt.c | 78 ++++++++++++++++++++++++++++--------
>   1 file changed, 61 insertions(+), 17 deletions(-)
> 
> diff --git a/src/mesa/main/api_arrayelt.c b/src/mesa/main/api_arrayelt.c
> index d46c8d14b68..62f1e73ca4c 100644
> --- a/src/mesa/main/api_arrayelt.c
> +++ b/src/mesa/main/api_arrayelt.c
> @@ -1541,32 +1541,76 @@ _ae_update_state(struct gl_context *ctx)
>   }
> 
> 
> +static inline attrib_func
> +func_nv(const struct gl_vertex_format *vformat)
> +{
> +   return AttribFuncsNV[vformat->Normalized][vformat->Size-1]
> +      [TYPE_IDX(vformat->Type)];
> +}
> +
> +
> +static inline attrib_func
> +func_arb(const struct gl_vertex_format *vformat)
> +{
> +   return AttribFuncsARB[NORM_IDX(vformat)][vformat->Size-1]
> +      [TYPE_IDX(vformat->Type)];
> +}
> +
> +
> +static inline const void *
> +attrib_src(const struct gl_vertex_array_object *vao,
> +           const struct gl_array_attributes *array, GLint elt)
> +{
> +   const struct gl_vertex_buffer_binding *binding =
> +      &vao->BufferBinding[array->BufferBindingIndex];
> +   const GLubyte *src
> +      = ADD_POINTERS(binding->BufferObj->Mappings[MAP_INTERNAL].Pointer,
> +                     _mesa_vertex_attrib_address(array, binding))
> +      + elt * binding->Stride;
> +   return src;
> +}

Could you add some brief comments on those functions to explain what 
they do?

Otherwise, for the rest of the series,
Reviewed-by: Brian Paul <brianp at vmware.com>

Nice work!!

-Brian


> +
> +
>   void
>   _mesa_array_element(struct gl_context *ctx,
>                       struct _glapi_table *disp, GLint elt)
>   {
> -   const AEcontext *actx = AE_CONTEXT(ctx);
> +   const struct gl_vertex_array_object *vao = ctx->Array.VAO;
> +   GLbitfield mask;
> 
> -   if (actx->dirty_state)
> -      _ae_update_state(ctx);
> +   /* emit conventional arrays elements */
> +   mask = (VERT_BIT_FF_ALL & ~VERT_BIT_POS) & vao->Enabled;
> +   while (mask) {
> +      const gl_vert_attrib attrib = u_bit_scan(&mask);
> +      const struct gl_array_attributes *array = &vao->VertexAttrib[attrib];
> +      const void *src = attrib_src(vao, array, elt);
> +      func_nv(&array->Format)(attrib, src);
> +   }
> 
>      /* emit generic attribute elements */
> -   for (const AEattrib *at = actx->attribs; at->func; at++) {
> -      const GLubyte *src
> -         = ADD_POINTERS(at->binding->BufferObj->Mappings[MAP_INTERNAL].Pointer,
> -                        _mesa_vertex_attrib_address(at->array, at->binding))
> -         + elt * at->binding->Stride;
> -      at->func(at->index, src);
> +   mask = (VERT_BIT_GENERIC_ALL & ~VERT_BIT_GENERIC0) & vao->Enabled;
> +   while (mask) {
> +      const gl_vert_attrib attrib = u_bit_scan(&mask);
> +      const struct gl_array_attributes *array = &vao->VertexAttrib[attrib];
> +      const void *src = attrib_src(vao, array, elt);
> +      func_arb(&array->Format)(attrib - VERT_ATTRIB_GENERIC0, src);
>      }
> 
> -   /* emit conventional arrays elements */
> -   for (const AEarray *aa = actx->arrays; aa->offset != -1 ; aa++) {
> -      const GLubyte *src
> -         = ADD_POINTERS(aa->binding->BufferObj->Mappings[MAP_INTERNAL].Pointer,
> -                        _mesa_vertex_attrib_address(aa->array, aa->binding))
> -         + elt * aa->binding->Stride;
> -      CALL_by_offset(disp, (array_func), aa->offset, ((const void *) src));
> -   }
> +   /* finally, vertex position */
> +   if (vao->Enabled & VERT_BIT_GENERIC0) {
> +      const gl_vert_attrib attrib = VERT_ATTRIB_GENERIC0;
> +      const struct gl_array_attributes *array = &vao->VertexAttrib[attrib];
> +      const void *src = attrib_src(vao, array, elt);
> +      /* Use glVertex(v) instead of glVertexAttrib(0, v) to be sure it's
> +       * issued as the last (provoking) attribute).
> +       */
> +      func_nv(&array->Format)(0, src);
> +   } else if (vao->Enabled & VERT_BIT_POS) {
> +      const gl_vert_attrib attrib = VERT_ATTRIB_POS;
> +      const struct gl_array_attributes *array = &vao->VertexAttrib[attrib];
> +      const void *src = attrib_src(vao, array, elt);
> +      func_nv(&array->Format)(0, src);
> +    }
>   }
> 
> 
> --
> 2.20.1
> 



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