deb55340ca55a712c97886d21b405a53b33046bb
We are losing the optimization of converting a single quad to
a triangle fan reusing the same four vertex in the buffer.
Maybe this optimization can be ported to primconvert, QUADS are
always converted to TRIANGLES with primconvert. And i965, crocus
and svga have similar optimizations.
V3D doesn't implement this optimization and according to when it was
introduced on 230e646a40 ("broadcom/vc4: Decompose single QUADs to
a TRIANGLE_FAN."):
"No significant difference in the minetest replay, but it should reduce
overhead by not requiring that we write quad indices to index buffers
that we repeatedly re-upload (and making the draw packet smaller, as
well)."
v2: Commit log includes more detail about the removed optimization.
(Alejandro Piñeiro)
Reference: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5277
Suggested-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Acked-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12669>
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