glamor_render: Don't allocate buffer for vbo each time.
We can reuse the last one if the last one is big enough to contain current vertext data. In the meantime, Use MapBufferRange instead of MapBuffer. Testing shows, this patch brings some benefit for aa10text/rgb10text. Not too much, but indeed faster. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
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@ -724,10 +724,17 @@ glamor_setup_composite_vbo(ScreenPtr screen, int n_verts)
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glamor_screen_private *glamor_priv =
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glamor_get_screen_private(screen);
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glamor_gl_dispatch *dispatch;
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int vert_size;
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Bool need_new_buffer = FALSE;
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glamor_priv->vbo_offset = 0;
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glamor_priv->render_nr_verts = 0;
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glamor_priv->vbo_size = n_verts * sizeof(float) * 2;
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vert_size = n_verts * sizeof(float) * 2;
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if (glamor_priv->vbo_size < vert_size) {
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glamor_priv->vbo_size = vert_size;
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need_new_buffer = TRUE;
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}
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glamor_priv->vb_stride = 2 * sizeof(float);
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if (glamor_priv->has_source_coords)
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@ -738,10 +745,14 @@ glamor_setup_composite_vbo(ScreenPtr screen, int n_verts)
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dispatch = glamor_get_dispatch(glamor_priv);
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dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
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if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
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dispatch->glBufferData(GL_ARRAY_BUFFER,
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n_verts * sizeof(float) * 2,
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NULL, GL_DYNAMIC_DRAW);
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glamor_priv->vb = dispatch->glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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if (need_new_buffer)
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dispatch->glBufferData(GL_ARRAY_BUFFER,
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vert_size,
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NULL, GL_DYNAMIC_DRAW);
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glamor_priv->vb = dispatch->glMapBufferRange(GL_ARRAY_BUFFER, 0,
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vert_size,
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GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
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assert(glamor_priv->vb != NULL);
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}
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dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
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