glamor: Provide a fallback path for using an index buffer to do quads.

Improves x11perf -aa10text performance by 1377.59% +/- 23.8198% (n=93)
on Intel with GLES2.

Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
Eric Anholt 2015-06-19 16:56:35 -07:00
parent e8fc929d4a
commit 4001a7465e
3 changed files with 74 additions and 3 deletions

View File

@ -274,6 +274,68 @@ glamor_set_debug_level(int *debug_level)
int glamor_debug_level;
void
glamor_gldrawarrays_quads_using_indices(glamor_screen_private *glamor_priv,
unsigned count)
{
unsigned i;
/* For a single quad, don't bother with an index buffer. */
if (count == 1)
goto fallback;
if (glamor_priv->ib_size < count) {
/* Basic GLES2 doesn't have any way to map buffer objects for
* writing, but it's long past time for drivers to have
* MapBufferRange.
*/
if (!glamor_priv->has_map_buffer_range)
goto fallback;
/* Lazy create the buffer name, and only bind it once since
* none of the glamor code binds it to anything else.
*/
if (!glamor_priv->ib) {
glGenBuffers(1, &glamor_priv->ib);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ib);
}
/* For now, only support GL_UNSIGNED_SHORTs. */
if (count > ((1 << 16) - 1) / 4) {
goto fallback;
} else {
uint16_t *data;
size_t size = count * 6 * sizeof(GLushort);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, NULL, GL_STATIC_DRAW);
data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,
0, size,
GL_MAP_WRITE_BIT |
GL_MAP_INVALIDATE_BUFFER_BIT);
for (i = 0; i < count; i++) {
data[i * 6 + 0] = i * 4 + 0;
data[i * 6 + 1] = i * 4 + 1;
data[i * 6 + 2] = i * 4 + 2;
data[i * 6 + 3] = i * 4 + 0;
data[i * 6 + 4] = i * 4 + 2;
data[i * 6 + 5] = i * 4 + 3;
}
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
glamor_priv->ib_size = count;
glamor_priv->ib_type = GL_UNSIGNED_SHORT;
}
}
glDrawElements(GL_TRIANGLES, count * 6, glamor_priv->ib_type, NULL);
return;
fallback:
for (i = 0; i < count; i++)
glDrawArrays(GL_TRIANGLE_FAN, i * 4, 4);
}
/**
* Creates any pixmaps used internally by glamor, since those can't be
* allocated at ScreenInit time.

View File

@ -261,6 +261,14 @@ typedef struct glamor_screen_private {
*/
char *vb;
int vb_stride;
/** Cached index buffer for translating GL_QUADS to triangles. */
GLuint ib;
/** Index buffer type: GL_UNSIGNED_SHORT or GL_UNSIGNED_INT */
GLenum ib_type;
/** Number of quads the index buffer has indices for. */
unsigned ib_size;
Bool has_source_coords, has_mask_coords;
int render_nr_quads;
glamor_composite_shader composite_shader[SHADER_SOURCE_COUNT]
@ -643,6 +651,9 @@ glamor_pixmap_fbo *glamor_create_fbo_array(glamor_screen_private *glamor_priv,
int flag, int block_w, int block_h,
glamor_pixmap_private *);
void glamor_gldrawarrays_quads_using_indices(glamor_screen_private *glamor_priv,
unsigned count);
/* glamor_core.c */
void glamor_init_finish_access_shaders(ScreenPtr screen);

View File

@ -1403,9 +1403,7 @@ glamor_glDrawArrays_GL_QUADS(glamor_screen_private *glamor_priv, unsigned count)
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
glDrawArrays(GL_QUADS, 0, count * 4);
} else {
unsigned i;
for (i = 0; i < count; i++)
glDrawArrays(GL_TRIANGLE_FAN, i * 4, 4);
glamor_gldrawarrays_quads_using_indices(glamor_priv, count);
}
}