glamor: Extract the streamed vertex data code used by Render.

We should be uploading any vertex data using this kind of upload
style, since it saves a bunch of extra copies of our vertex data.

v2:
  - Add a simple comment about what the function does.
  - Use get_vbo_space()'s return in trapezoids, instead of dereffing
    glamor_priv->vb (by Markus Wick).
  - Fix the double-unmapping by moving put_vbo_space() outside of
    flush_composite_rects().
  - Remove the rest of the composite_vbo_offset usage, and just always
    use get_vbo_space()'s return value.
v3:
  - Fix failure to put_vbo_space in traps when no prims were
    generated.
  - Unbind the VBO from put_vbo_space().  Keeps callers from
    forgetting to do so.
v4:
  - Split out some changes into the previous 3 commits while trying to
    track down a regression.
  - Fix regression due to rebase fail where glamor_priv->vbo_offset
    wasn't incremented.
v5:
  - Fix GLES2 VBO sizing.
  - Add a comment about resize behavior.
  - Move glamor_vbo.c init code to glamor_vbo.c from
    glamor_render.c. (Derived from Markus's changes, but the GLES2 fix
    dropped almost all of the code in the functions).
v6:
  - Drop the initial BufferData on GLES2 (it happens at put() time).
  - Don't forget to set vbo_offset to the size on GLES2.
  - Use char * instead of void * in the cast to return the vbo_offset.
  - Resize the default FBO to 512kb, to be similar to previous
    behavior.  +1.66124% +/- 0.284223% (n=679) on aa10text.

Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus at selfnet.de>
This commit is contained in:
Eric Anholt 2014-01-06 09:29:57 +08:00
parent ffc8423077
commit d310d566b1
7 changed files with 183 additions and 114 deletions

View File

@ -34,6 +34,7 @@ libglamor_la_SOURCES = \
glamor_pixmap.c\
glamor_largepixmap.c\
glamor_picture.c\
glamor_vbo.c \
glamor_window.c\
glamor_fbo.c\
glamor_compositerects.c\

View File

@ -439,6 +439,7 @@ glamor_init(ScreenPtr screen, unsigned int flags)
ps->DestroyPicture = glamor_destroy_picture;
glamor_init_composite_shaders(screen);
#endif
glamor_init_vbo(screen);
glamor_init_pixmap_fbo(screen);
glamor_init_solid_shader(screen);
glamor_init_tile_shader(screen);
@ -478,6 +479,7 @@ glamor_release_screen_priv(ScreenPtr screen)
#ifdef RENDER
glamor_fini_composite_shaders(screen);
#endif
glamor_fini_vbo(screen);
glamor_fini_pixmap_fbo(screen);
glamor_fini_solid_shader(screen);
glamor_fini_tile_shader(screen);

View File

@ -324,6 +324,7 @@ extern _X_EXPORT int glamor_create_gc(GCPtr gc);
extern _X_EXPORT void glamor_validate_gc(GCPtr gc, unsigned long changes,
DrawablePtr drawable);
/* Glamor rendering/drawing functions with XXX_nf.
* nf means no fallback within glamor internal if possible. If glamor
* fail to accelerate the operation, glamor will return a false, and the

View File

@ -220,8 +220,15 @@ typedef struct glamor_screen_private {
/* vertext/elment_index buffer object for render */
GLuint vbo, ebo;
/** Next offset within the VBO that glamor_get_vbo_space() will use. */
int vbo_offset;
int vbo_size;
/**
* Pointer to glamor_get_vbo_space()'s current VBO mapping.
*
* Note that this is not necessarily equal to the pointer returned
* by glamor_get_vbo_space(), so it can't be used in place of that.
*/
char *vb;
int vb_stride;
Bool has_source_coords, has_mask_coords;
@ -744,6 +751,17 @@ void glamor_triangles(CARD8 op,
void glamor_pixmap_init(ScreenPtr screen);
void glamor_pixmap_fini(ScreenPtr screen);
/* glamor_vbo.c */
void glamor_init_vbo(ScreenPtr screen);
void glamor_fini_vbo(ScreenPtr screen);
void *
glamor_get_vbo_space(ScreenPtr screen, unsigned size, char **vbo_offset);
void
glamor_put_vbo_space(ScreenPtr screen);
/**
* Download a pixmap's texture to cpu memory. If success,
* One copy of current pixmap's texture will be put into

View File

@ -403,12 +403,10 @@ glamor_init_composite_shaders(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
unsigned short *eb;
float *vb = NULL;
int eb_size;
glamor_priv = glamor_get_screen_private(screen);
glamor_get_context(glamor_priv);
glGenBuffers(1, &glamor_priv->vbo);
glGenBuffers(1, &glamor_priv->ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
@ -419,9 +417,6 @@ glamor_init_composite_shaders(ScreenPtr screen)
eb = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
}
else {
vb = malloc(GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(float) * 2);
if (vb == NULL)
FatalError("Failed to allocate vb memory.\n");
eb = malloc(eb_size);
}
@ -438,14 +433,7 @@ glamor_init_composite_shaders(ScreenPtr screen)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, eb_size, eb, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
glBufferData(GL_ARRAY_BUFFER,
GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(float) *
2, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
free(eb);
glamor_priv->vb = (char *) vb;
}
glamor_put_context(glamor_priv);
@ -460,7 +448,6 @@ glamor_fini_composite_shaders(ScreenPtr screen)
glamor_priv = glamor_get_screen_private(screen);
glamor_get_context(glamor_priv);
glDeleteBuffers(1, &glamor_priv->vbo);
glDeleteBuffers(1, &glamor_priv->ebo);
for (i = 0; i < SHADER_SOURCE_COUNT; i++)
@ -470,8 +457,6 @@ glamor_fini_composite_shaders(ScreenPtr screen)
if (shader->prog)
glDeleteProgram(shader->prog);
}
if (glamor_priv->gl_flavor != GLAMOR_GL_DESKTOP && glamor_priv->vb)
free(glamor_priv->vb);
glamor_put_context(glamor_priv);
}
@ -706,6 +691,8 @@ glamor_setup_composite_vbo(ScreenPtr screen, int n_verts)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
int vert_size;
char *vbo_offset;
float *vb;
glamor_priv->render_nr_verts = 0;
glamor_priv->vb_stride = 2 * sizeof(float);
@ -717,56 +704,32 @@ glamor_setup_composite_vbo(ScreenPtr screen, int n_verts)
vert_size = n_verts * glamor_priv->vb_stride;
glamor_get_context(glamor_priv);
glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
if (glamor_priv->vbo_size < (glamor_priv->vbo_offset + vert_size)) {
glamor_priv->vbo_size = GLAMOR_COMPOSITE_VBO_VERT_CNT *
glamor_priv->vb_stride;
glamor_priv->vbo_offset = 0;
glBufferData(GL_ARRAY_BUFFER,
glamor_priv->vbo_size, NULL, GL_STREAM_DRAW);
}
glamor_priv->vb = glMapBufferRange(GL_ARRAY_BUFFER,
glamor_priv->vbo_offset,
vert_size,
GL_MAP_WRITE_BIT |
GL_MAP_UNSYNCHRONIZED_BIT |
GL_MAP_INVALIDATE_RANGE_BIT);
assert(glamor_priv->vb != NULL);
glamor_priv->vb -= glamor_priv->vbo_offset;
}
else
glamor_priv->vbo_offset = 0;
vb = glamor_get_vbo_space(screen, vert_size, &vbo_offset);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE,
glamor_priv->vb_stride,
(void *) ((long)
glamor_priv->vbo_offset));
glamor_priv->vb_stride, vbo_offset);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
if (glamor_priv->has_source_coords) {
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
GL_FLOAT, GL_FALSE,
glamor_priv->vb_stride,
(void *) ((long) glamor_priv->vbo_offset +
2 * sizeof(float)));
vbo_offset + 2 * sizeof(float));
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
}
if (glamor_priv->has_mask_coords) {
glVertexAttribPointer(GLAMOR_VERTEX_MASK, 2, GL_FLOAT, GL_FALSE,
glamor_priv->vb_stride,
(void *) ((long) glamor_priv->vbo_offset +
(glamor_priv->has_source_coords ?
4 : 2) * sizeof(float)));
vbo_offset + (glamor_priv->has_source_coords ?
4 : 2) * sizeof(float));
glEnableVertexAttribArray(GLAMOR_VERTEX_MASK);
}
glamor_put_context(glamor_priv);
return glamor_priv->vb + glamor_priv->vbo_offset;
return vb;
}
static void
@ -775,14 +738,6 @@ glamor_flush_composite_rects(ScreenPtr screen)
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_get_context(glamor_priv);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
glUnmapBuffer(GL_ARRAY_BUFFER);
else {
glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
glBufferData(GL_ARRAY_BUFFER, glamor_priv->vbo_offset,
glamor_priv->vb, GL_DYNAMIC_DRAW);
}
if (!glamor_priv->render_nr_verts)
return;
@ -1334,8 +1289,6 @@ glamor_composite_with_shader(CARD8 op,
x_dest, y_dest, x_source, y_source, x_mask, y_mask, width,
height);
assert(glamor_priv->vbo_offset <
glamor_priv->vbo_size - glamor_priv->vb_stride);
glamor_set_normalize_vcoords_ext(dest_pixmap_priv, dst_xscale,
dst_yscale, x_dest, y_dest,
x_dest + width, y_dest + height,
@ -1366,12 +1319,12 @@ glamor_composite_with_shader(CARD8 op,
vertices += 2;
}
glamor_priv->render_nr_verts += 4;
glamor_priv->vbo_offset += glamor_priv->vb_stride * 4;
rects++;
/* We've incremented by one of our 4 verts, now do the other 3. */
vertices += 3 * vb_stride;
}
glamor_put_vbo_space(screen);
glamor_flush_composite_rects(screen);
nrect -= rect_processed;
if (two_pass_ca) {
@ -1384,7 +1337,6 @@ glamor_composite_with_shader(CARD8 op,
}
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);

View File

@ -213,7 +213,6 @@ glamor_emit_composite_vert(ScreenPtr screen,
}
glamor_priv->render_nr_verts++;
glamor_priv->vbo_offset += glamor_priv->vb_stride;
}
static void
@ -237,14 +236,7 @@ glamor_flush_composite_triangles(ScreenPtr screen)
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_get_context(glamor_priv);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
glUnmapBuffer(GL_ARRAY_BUFFER);
else {
glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
glBufferData(GL_ARRAY_BUFFER, glamor_priv->vbo_offset,
glamor_priv->vb, GL_DYNAMIC_DRAW);
}
glamor_put_vbo_space(screen);
if (!glamor_priv->render_nr_verts)
return;
@ -613,6 +605,8 @@ glamor_setup_composite_vbo_for_trapezoid(ScreenPtr screen, int n_verts)
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
int stride;
int vert_size;
char *vbo_offset;
void *vb;
glamor_priv->render_nr_verts = 0;
@ -641,68 +635,43 @@ glamor_setup_composite_vbo_for_trapezoid(ScreenPtr screen, int n_verts)
glDisableVertexAttribArray(GLAMOR_VERTEX_LEFT_PARAM);
glDisableVertexAttribArray(GLAMOR_VERTEX_RIGHT_PARAM);
glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
if (glamor_priv->vbo_size < (glamor_priv->vbo_offset + vert_size)) {
glamor_priv->vbo_size = GLAMOR_COMPOSITE_VBO_VERT_CNT *
glamor_priv->vb_stride;
glamor_priv->vbo_offset = 0;
glBufferData(GL_ARRAY_BUFFER,
glamor_priv->vbo_size, NULL, GL_STREAM_DRAW);
}
glamor_priv->vb = glMapBufferRange(GL_ARRAY_BUFFER,
glamor_priv->vbo_offset,
vert_size,
GL_MAP_WRITE_BIT |
GL_MAP_UNSYNCHRONIZED_BIT);
assert(glamor_priv->vb != NULL);
glamor_priv->vb -= glamor_priv->vbo_offset;
}
else {
glamor_priv->vbo_offset = 0;
}
vb = glamor_get_vbo_space(screen, vert_size, &vbo_offset);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
/* Set the vertex pointer. */
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, glamor_priv->vb_stride,
(void *) ((long) glamor_priv->vbo_offset));
vbo_offset);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
stride = 2;
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
GL_FALSE, glamor_priv->vb_stride,
(void *) ((long) glamor_priv->vbo_offset +
stride * sizeof(float)));
vbo_offset + stride * sizeof(float));
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
stride += 2;
glVertexAttribPointer(GLAMOR_VERTEX_TOP_BOTTOM, 2, GL_FLOAT,
GL_FALSE, glamor_priv->vb_stride,
(void *) ((long) glamor_priv->vbo_offset +
stride * sizeof(float)));
GL_FALSE, glamor_priv->vb_stride,
vbo_offset + stride * sizeof(float));
glEnableVertexAttribArray(GLAMOR_VERTEX_TOP_BOTTOM);
stride += 2;
glVertexAttribPointer(GLAMOR_VERTEX_LEFT_PARAM, 4, GL_FLOAT,
GL_FALSE, glamor_priv->vb_stride,
(void *) ((long) glamor_priv->vbo_offset +
stride * sizeof(float)));
GL_FALSE, glamor_priv->vb_stride,
vbo_offset + stride * sizeof(float));
glEnableVertexAttribArray(GLAMOR_VERTEX_LEFT_PARAM);
stride += 4;
glVertexAttribPointer(GLAMOR_VERTEX_RIGHT_PARAM, 4, GL_FLOAT,
GL_FALSE, glamor_priv->vb_stride,
(void *) ((long) glamor_priv->vbo_offset +
stride * sizeof(float)));
GL_FALSE, glamor_priv->vb_stride,
vbo_offset + stride * sizeof(float));
glEnableVertexAttribArray(GLAMOR_VERTEX_RIGHT_PARAM);
glamor_put_context(glamor_priv);
return glamor_priv->vb + glamor_priv->vbo_offset;
return vb;
}
static Bool
@ -1008,7 +977,6 @@ _glamor_trapezoids_with_shader(CARD8 op,
ret = TRUE;
TRAPEZOID_RESET_GL:
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
@ -1450,7 +1418,6 @@ _glamor_generate_trapezoid_with_shader(ScreenPtr screen, PicturePtr picture,
pixmap_priv_get_dest_scale(pixmap_priv, (&xscale), (&yscale));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
/* Now draw the Trapezoid mask. */
@ -1575,25 +1542,17 @@ _glamor_generate_trapezoid_with_shader(ScreenPtr screen, PicturePtr picture,
((float) ptrap->right.p1.y) / 65536, right_slope);
glamor_priv->render_nr_verts += 4;
glamor_priv->vbo_offset += glamor_priv->vb_stride * 4;
vertices += 3 * stride;
}
i += mrect;
glamor_put_vbo_space(screen);
/* Now rendering. */
if (!glamor_priv->render_nr_verts)
continue;
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
glUnmapBuffer(GL_ARRAY_BUFFER);
else {
glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
glBufferData(GL_ARRAY_BUFFER, glamor_priv->vbo_offset,
glamor_priv->vb, GL_DYNAMIC_DRAW);
}
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
glDrawRangeElements(GL_TRIANGLES, 0,
glamor_priv->render_nr_verts,
@ -1606,7 +1565,6 @@ _glamor_generate_trapezoid_with_shader(ScreenPtr screen, PicturePtr picture,
}
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_BLEND);

137
glamor/glamor_vbo.c Normal file
View File

@ -0,0 +1,137 @@
/*
* Copyright © 2014 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
/**
* @file glamor_vbo.c
*
* Helpers for managing streamed vertex bufffers used in glamor.
*/
#include "glamor_priv.h"
/** Default size of the VBO, in bytes.
*
* If a single request is larger than this size, we'll resize the VBO
* and return an appropriate mapping, but we'll resize back down after
* that to avoid hogging that memory forever. We don't anticipate
* normal usage actually requiring larger VBO sizes.
*/
#define GLAMOR_VBO_SIZE (512 * 1024)
/**
* Returns a pointer to @size bytes of VBO storage, which should be
* accessed by the GL using vbo_offset within the VBO.
*/
void *
glamor_get_vbo_space(ScreenPtr screen, unsigned size, char **vbo_offset)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
void *data;
glamor_get_context(glamor_priv);
glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
if (glamor_priv->vbo_size < glamor_priv->vbo_offset + size) {
glamor_priv->vbo_size = MAX(GLAMOR_VBO_SIZE, size);
glamor_priv->vbo_offset = 0;
glBufferData(GL_ARRAY_BUFFER,
glamor_priv->vbo_size, NULL, GL_STREAM_DRAW);
}
data = glMapBufferRange(GL_ARRAY_BUFFER,
glamor_priv->vbo_offset,
size,
GL_MAP_WRITE_BIT |
GL_MAP_UNSYNCHRONIZED_BIT |
GL_MAP_INVALIDATE_RANGE_BIT);
assert(data != NULL);
*vbo_offset = (char *)(uintptr_t)glamor_priv->vbo_offset;
glamor_priv->vbo_offset += size;
} else {
/* Return a pointer to the statically allocated non-VBO
* memory. We'll upload it through glBufferData() later.
*/
if (glamor_priv->vbo_size < size) {
glamor_priv->vbo_size = MAX(GLAMOR_VBO_SIZE, size);
free(glamor_priv->vb);
glamor_priv->vb = XNFalloc(size);
}
*vbo_offset = NULL;
/* We point to the start of glamor_priv->vb every time, and
* the vbo_offset determines the size of the glBufferData().
*/
glamor_priv->vbo_offset = size;
data = glamor_priv->vb;
}
glamor_put_context(glamor_priv);
return data;
}
void
glamor_put_vbo_space(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_get_context(glamor_priv);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
glUnmapBuffer(GL_ARRAY_BUFFER);
} else {
glBufferData(GL_ARRAY_BUFFER, glamor_priv->vbo_offset,
glamor_priv->vb, GL_DYNAMIC_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glamor_put_context(glamor_priv);
}
void
glamor_init_vbo(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_get_context(glamor_priv);
glGenBuffers(1, &glamor_priv->vbo);
glamor_put_context(glamor_priv);
}
void
glamor_fini_vbo(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_get_context(glamor_priv);
glDeleteBuffers(1, &glamor_priv->vbo);
if (glamor_priv->gl_flavor != GLAMOR_GL_DESKTOP)
free(glamor_priv->vb);
glamor_put_context(glamor_priv);
}