vrend: utilize glBindVertexBuffer when possible

This should help a bit with CPU overhead when running on top of OpenGL 4.4
(or newer).

Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Gurchetan Singh [gurchetansingh@chromium.org]
Signed-off-by: Dave Airlie <airlied@redhat.com>
macos/master
Erik Faye-Lund 6 years ago committed by Dave Airlie
parent f45295fe60
commit b88306aa7e
  1. 35
      src/vrend_renderer.c

@ -92,6 +92,7 @@ enum features_id
feat_atomic_counters,
feat_base_instance,
feat_barrier,
feat_bind_vertex_buffers,
feat_bit_encoding,
feat_compute_shader,
feat_copy_image,
@ -163,6 +164,7 @@ static const struct {
FEAT(atomic_counters, 42, 31, "GL_ARB_shader_atomic_counters" ),
FEAT(base_instance, 42, UNAVAIL, "GL_ARB_base_instance", "GL_EXT_base_instance" ),
FEAT(barrier, 42, 31, NULL),
FEAT(bind_vertex_buffers, 44, UNAVAIL, NULL),
FEAT(bit_encoding, 33, UNAVAIL, "GL_ARB_shader_bit_encoding" ),
FEAT(compute_shader, 43, 31, "GL_ARB_compute_shader" ),
FEAT(copy_image, 43, 32, "GL_ARB_copy_image", "GL_EXT_copy_image", "GL_OES_copy_image" ),
@ -3543,19 +3545,36 @@ static void vrend_draw_bind_vertex_binding(struct vrend_context *ctx,
glBindVertexArray(va->id);
if (ctx->sub->vbo_dirty) {
GLsizei count = 0;
GLuint buffers[PIPE_MAX_ATTRIBS];
GLintptr offsets[PIPE_MAX_ATTRIBS];
GLsizei strides[PIPE_MAX_ATTRIBS];
for (i = 0; i < ctx->sub->num_vbos; i++) {
struct vrend_resource *res = (struct vrend_resource *)ctx->sub->vbo[i].buffer;
if (!res)
glBindVertexBuffer(i, 0, 0, 0);
else
glBindVertexBuffer(i,
res->id,
ctx->sub->vbo[i].buffer_offset,
ctx->sub->vbo[i].stride);
if (!res) {
buffers[count] = 0;
offsets[count] = 0;
strides[count++] = 0;
} else {
buffers[count] = res->id;
offsets[count] = ctx->sub->vbo[i].buffer_offset,
strides[count++] = ctx->sub->vbo[i].stride;
}
}
for (i = ctx->sub->num_vbos; i < ctx->sub->old_num_vbos; i++) {
glBindVertexBuffer(i, 0, 0, 0);
buffers[count] = 0;
offsets[count] = 0;
strides[count++] = 0;
}
if (has_feature(feat_bind_vertex_buffers))
glBindVertexBuffers(0, count, buffers, offsets, strides);
else {
for (i = 0; i < count; ++i)
glBindVertexBuffer(i, buffers[i], offsets[i], strides[i]);
}
ctx->sub->vbo_dirty = false;
}
}

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