glamor_copyarea: Use blitcopy if current state is not render.

Practically, for pure 2D blit, the blit copy is much faster
than textured copy. For the x11perf copywinwin100, it's about
3x faster. But if we have heavy rendering/compositing, then use
textured copy will get much better (>30%)performance for most
of the cases.

So we simply add a data element to track current state. For
rendering state we use textured copy, otherwise, we use blit
copy.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
This commit is contained in:
Zhigang Gong 2012-07-03 18:24:07 +08:00 committed by Eric Anholt
parent 0706423bcf
commit 32a7438bf7
6 changed files with 24 additions and 44 deletions

View File

@ -225,6 +225,11 @@ glamor_block_handler(ScreenPtr screen)
dispatch->glFlush();
glamor_fbo_expire(glamor_priv);
glamor_put_dispatch(glamor_priv);
if (glamor_priv->state == RENDER_STATE
&& glamor_priv->render_idle_cnt++ > RENDER_IDEL_MAX) {
glamor_priv->state = IDLE_STATE;
glamor_priv->render_idle_cnt = 0;
}
}
static void

View File

@ -137,6 +137,7 @@ glamor_copy_n_to_n_fbo_blit(DrawablePtr src,
}
}
glamor_put_dispatch(glamor_priv);
glamor_priv->state = BLIT_STATE;
return TRUE;
}
#endif
@ -257,6 +258,8 @@ glamor_copy_n_to_n_textured(DrawablePtr src,
dispatch->glUseProgram(0);
/* The source texture is bound to a fbo, we have to flush it here. */
glamor_put_dispatch(glamor_priv);
glamor_priv->state = RENDER_STATE;
glamor_priv->render_idle_cnt = 0;
return TRUE;
}
@ -315,7 +318,7 @@ __glamor_copy_n_to_n(DrawablePtr src,
dx, dy,
src_pixmap, dst_pixmap);
#ifndef GLAMOR_GLES2
if ((overlaped
if ((overlaped || glamor_priv->state != RENDER_STATE
|| !src_pixmap_priv->base.gl_tex || !dst_pixmap_priv->base.gl_tex)
&& glamor_copy_n_to_n_fbo_blit(src, dst, gc, box, nbox, dx,
dy)) {

View File

@ -259,47 +259,8 @@ _glamor_solid_boxes(PixmapPtr pixmap, BoxPtr box, int nbox, float *color)
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glUseProgram(0);
glamor_put_dispatch(glamor_priv);
}
static void
_glamor_solid(PixmapPtr pixmap, int x, int y, int width, int height,
float *color)
{
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
glamor_pixmap_private *pixmap_priv =
glamor_get_pixmap_private(pixmap);
glamor_gl_dispatch *dispatch;
int x1 = x;
int x2 = x + width;
int y1 = y;
int y2 = y + height;
float vertices[8];
GLfloat xscale, yscale;
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glUseProgram(glamor_priv->solid_prog);
dispatch->glUniform4fv(glamor_priv->solid_color_uniform_location,
1, color);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float),
vertices);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
pixmap_priv_get_dest_scale(pixmap_priv, &xscale, &yscale);
glamor_set_normalize_vcoords(pixmap_priv, xscale, yscale,
x1, y1,
x2, y2,
glamor_priv->yInverted, vertices);
dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glUseProgram(0);
glamor_put_dispatch(glamor_priv);
glamor_priv->state = RENDER_STATE;
glamor_priv->render_idle_cnt = 0;
}
Bool

View File

@ -199,7 +199,6 @@ typedef struct {
uint16_t evict;
} glamor_glyph_cache_t;
#include "glamor_gl_dispatch.h"
struct glamor_saved_procs {
@ -235,6 +234,11 @@ struct glamor_saved_procs {
#define GLAMOR_TICK_AFTER(t0, t1) \
(((int)(t1) - (int)(t0)) < 0)
#define IDLE_STATE 0
#define RENDER_STATE 1
#define BLIT_STATE 2
#define RENDER_IDEL_MAX 32
typedef struct glamor_screen_private {
struct glamor_gl_dispatch _dispatch;
int yInverted;
@ -296,6 +300,8 @@ typedef struct glamor_screen_private {
char delayed_fallback_string[GLAMOR_DELAYED_STRING_MAX + 1];
int delayed_fallback_pending;
int flags;
int state;
unsigned int render_idle_cnt;
ScreenPtr screen;
} glamor_screen_private;

View File

@ -1444,6 +1444,8 @@ glamor_composite_with_shader(CARD8 op,
#endif
DEBUGF("finish rendering.\n");
dispatch->glUseProgram(0);
glamor_priv->state = RENDER_STATE;
glamor_priv->render_idle_cnt = 0;
if (saved_source_format)
source->format = saved_source_format;
glamor_put_dispatch(glamor_priv);
@ -1665,6 +1667,7 @@ glamor_composite_clipped_region(CARD8 op,
prect[i].y_dst = box[i].y1;
prect[i].width = box[i].x2 - box[i].x1;
prect[i].height = box[i].y2 - box[i].y1;
DEBUGF("dest %d %d \n", prect[i].x_dst, prect[i].y_dst);
}
ok = glamor_composite_with_shader(op, temp_src, temp_mask, dest,
temp_src_priv, temp_mask_priv,
@ -1722,7 +1725,6 @@ _glamor_composite(CARD8 op,
DrawablePtr saved_source_drawable;
DrawablePtr saved_mask_drawable;
int force_clip = 0;
dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
if (source->pDrawable) {

View File

@ -185,6 +185,9 @@ _glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glUseProgram(0);
glamor_put_dispatch(glamor_priv);
glamor_priv->state = RENDER_STATE;
glamor_priv->render_idle_cnt = 0;
}
Bool