vbo: implement primitive merging for glBegin/End sequences

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

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
This commit is contained in:
Brian Paul
2013-05-03 19:00:07 -06:00
parent 3702d25082
commit 4ea05bcba6
2 changed files with 38 additions and 14 deletions
+30
View File
@@ -718,6 +718,34 @@ 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.
*/
@@ -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;
+8 -14
View File
@@ -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;
@@ -315,19 +315,13 @@ 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 &&
this_prim->start == prev_prim->start + prev_prim->count &&
this_prim->basevertex == prev_prim->basevertex &&
this_prim->num_instances == prev_prim->num_instances &&
this_prim->base_instance == prev_prim->base_instance) {
vbo_try_prim_conversion(this_prim);
if (vbo_can_merge_prims(prev_prim, this_prim)) {
/* 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 +414,7 @@ _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:
*/