[Mesa-dev] [PATCH 2/2] vbo: implement primitive merging for glBegin/End sequences
Brian Paul
brianp at vmware.com
Thu May 2 15:26:08 PDT 2013
A surprising number of apps and benchmarks have poor code like this:
glBegin(GL_LINE_STRIP);
glVertex(v1);
glVertex(v2);
glEnd();
// Possibly some no-op state changes here
glBegin(GL_LINE_STRIP);
glVertex(v3);
glVertex(v4);
glEnd();
// repeat many, many times.
The above sequence can be converted into:
glBegin(GL_LINES);
glVertex(v1);
glVertex(v2);
glVertex(v3);
glVertex(v4);
glEnd();
Similarly for GL_POINTS, GL_TRIANGLES, etc.
Merging was already implemented for GL_QUADS in the display list code.
Now other prim types are handled and it's also done for immediate mode.
In one case:
before after
-----------------------------------------------
number of st_draw_vbo() calls: 141 45
number of _mesa_prims issued: 7520 632
---
src/mesa/vbo/vbo_exec_api.c | 30 ++++++++++++++++++++++++++++++
src/mesa/vbo/vbo_save_api.c | 18 ++++++++----------
2 files changed, 38 insertions(+), 10 deletions(-)
diff --git a/src/mesa/vbo/vbo_exec_api.c b/src/mesa/vbo/vbo_exec_api.c
index 88cce98..600398c 100644
--- a/src/mesa/vbo/vbo_exec_api.c
+++ b/src/mesa/vbo/vbo_exec_api.c
@@ -719,6 +719,34 @@ static void GLAPIENTRY vbo_exec_Begin( GLenum mode )
/**
+ * Try to merge / concatenate the two most recent VBO primitives.
+ */
+static void
+try_vbo_merge(struct vbo_exec_context *exec)
+{
+ struct _mesa_prim *cur = &exec->vtx.prim[exec->vtx.prim_count - 1];
+
+ assert(exec->vtx.prim_count >= 1);
+
+ vbo_try_prim_conversion(cur);
+
+ if (exec->vtx.prim_count >= 2) {
+ struct _mesa_prim *prev = &exec->vtx.prim[exec->vtx.prim_count - 2];
+ assert(prev == cur - 1);
+
+ if (vbo_can_merge_prims(prev, cur)) {
+ assert(cur->begin);
+ assert(cur->end);
+ assert(prev->begin);
+ assert(prev->end);
+ vbo_merge_prims(prev, cur);
+ exec->vtx.prim_count--; /* drop the last primitive */
+ }
+ }
+}
+
+
+/**
* Called via glEnd.
*/
static void GLAPIENTRY vbo_exec_End( void )
@@ -744,6 +772,8 @@ static void GLAPIENTRY vbo_exec_End( void )
exec->vtx.prim[i].end = 1;
exec->vtx.prim[i].count = idx - exec->vtx.prim[i].start;
+
+ try_vbo_merge(exec);
}
ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
diff --git a/src/mesa/vbo/vbo_save_api.c b/src/mesa/vbo/vbo_save_api.c
index b8dd90c..9ce3c6e 100644
--- a/src/mesa/vbo/vbo_save_api.c
+++ b/src/mesa/vbo/vbo_save_api.c
@@ -305,9 +305,9 @@ _save_reset_counters(struct gl_context *ctx)
* previous prim.
*/
static void
-vbo_merge_prims(struct gl_context *ctx,
- struct _mesa_prim *prim_list,
- GLuint *prim_count)
+merge_prims(struct gl_context *ctx,
+ struct _mesa_prim *prim_list,
+ GLuint *prim_count)
{
GLuint i;
struct _mesa_prim *prev_prim = prim_list;
@@ -315,10 +315,9 @@ vbo_merge_prims(struct gl_context *ctx,
for (i = 1; i < *prim_count; i++) {
struct _mesa_prim *this_prim = prim_list + i;
- if (this_prim->mode == prev_prim->mode &&
- this_prim->mode == GL_QUADS &&
- this_prim->count % 4 == 0 &&
- prev_prim->count % 4 == 0 &&
+ vbo_try_prim_conversion(this_prim);
+
+ if (vbo_can_merge_prims(prev_prim, this_prim) &&
this_prim->start == prev_prim->start + prev_prim->count &&
this_prim->basevertex == prev_prim->basevertex &&
this_prim->num_instances == prev_prim->num_instances &&
@@ -326,8 +325,7 @@ vbo_merge_prims(struct gl_context *ctx,
/* We've found a prim that just extend the previous one. Tack it
* onto the previous one, and let this primitive struct get dropped.
*/
- prev_prim->count += this_prim->count;
- prev_prim->end = this_prim->end;
+ vbo_merge_prims(prev_prim, this_prim);
continue;
}
@@ -420,7 +418,7 @@ _save_compile_vertex_list(struct gl_context *ctx)
*/
save->copied.nr = _save_copy_vertices(ctx, node, save->buffer);
- vbo_merge_prims(ctx, node->prim, &node->prim_count);
+ merge_prims(ctx, node->prim, &node->prim_count);
/* Deal with GL_COMPILE_AND_EXECUTE:
*/
--
1.7.3.4
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