From 44b1454b968deb5ee0a5ecaf8cd06ed6bf11989a Mon Sep 17 00:00:00 2001 From: =?utf8?q?Mathias=20Fr=C3=B6hlich?= Date: Sat, 27 Jan 2018 16:07:22 +0100 Subject: [PATCH] vbo: Simplify input array distribution for array type draws. MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit Using the newly introduced VAO state variable, we can simplify recalculate_input_bindings. Signed-off-by: Mathias Fröhlich Reviewed-by: Brian Paul --- src/mesa/vbo/vbo_exec_array.c | 110 +++++++++------------------------- 1 file changed, 27 insertions(+), 83 deletions(-) diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c index ee4b7b56b6d..42759d58978 100644 --- a/src/mesa/vbo/vbo_exec_array.c +++ b/src/mesa/vbo/vbo_exec_array.c @@ -313,43 +313,25 @@ recalculate_input_bindings(struct gl_context *ctx) { struct vbo_context *vbo = vbo_context(ctx); struct vbo_exec_context *exec = &vbo->exec; - const struct gl_array_attributes *array = ctx->Array.VAO->VertexAttrib; - struct gl_vertex_array *vertexAttrib = ctx->Array.VAO->_VertexAttrib; + const struct gl_vertex_array_object *vao = ctx->Array.VAO; + const struct gl_vertex_array *vertexAttrib = vao->_VertexAttrib; const struct gl_vertex_array **inputs = &exec->array.inputs[0]; - GLbitfield const_inputs = 0x0; - GLuint i; + + /* May shuffle the position and generic0 bits around */ + GLbitfield vp_inputs = _mesa_get_vao_vp_inputs(vao); const enum vp_mode program_mode = get_vp_mode(ctx); + const GLubyte *const map = _vbo_attribute_alias_map[program_mode]; switch (program_mode) { case VP_FF: /* When no vertex program is active (or the vertex program is generated * from fixed-function state). We put the material values into the - * generic slots. This is the only situation where material values - * are available as per-vertex attributes. + * generic slots. Since the vao has no material arrays, mute these + * slots from the enabled arrays so that the current material values + * are pulled instead of the vao arrays. */ - for (i = 0; i < VERT_ATTRIB_FF_MAX; i++) { - if (array[VERT_ATTRIB_FF(i)].Enabled) - inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)]; - else { - inputs[i] = &vbo->currval[VBO_ATTRIB_POS + i]; - const_inputs |= VERT_BIT_FF(i); - } - } - - /* Could use just about anything, just to fill in the empty - * slots: - */ - for (i = 0; i < VERT_ATTRIB_MAT0; i++) { - inputs[VERT_ATTRIB_GENERIC(i)] = - &vbo->currval[VBO_ATTRIB_GENERIC0 + i]; - const_inputs |= VERT_BIT_GENERIC(i); - } + vp_inputs &= VERT_BIT_FF_ALL; - for (i = 0; i < VERT_ATTRIB_MAT_MAX; i++) { - inputs[VERT_ATTRIB_MAT(i)] = - &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT + i]; - const_inputs |= VERT_BIT_MAT(i); - } break; case VP_SHADER: @@ -368,68 +350,30 @@ recalculate_input_bindings(struct gl_context *ctx) * In all other APIs, only the generic attributes exist, and none of the * slots are considered "magic." */ - if (ctx->API == API_OPENGL_COMPAT) { - if (array[VERT_ATTRIB_GENERIC0].Enabled) - inputs[VERT_ATTRIB_POS] = &vertexAttrib[VERT_ATTRIB_GENERIC0]; - else if (array[VERT_ATTRIB_POS].Enabled) - inputs[VERT_ATTRIB_POS] = &vertexAttrib[VERT_ATTRIB_POS]; - else { - inputs[VERT_ATTRIB_POS] = &vbo->currval[VBO_ATTRIB_GENERIC0]; - const_inputs |= VERT_BIT_POS; - } - - for (i = 1; i < VERT_ATTRIB_FF_MAX; i++) { - if (array[VERT_ATTRIB_FF(i)].Enabled) - inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)]; - else { - inputs[i] = &vbo->currval[VBO_ATTRIB_POS + i]; - const_inputs |= VERT_BIT_FF(i); - } - } - - for (i = 1; i < VERT_ATTRIB_GENERIC_MAX; i++) { - if (array[VERT_ATTRIB_GENERIC(i)].Enabled) - inputs[VERT_ATTRIB_GENERIC(i)] = - &vertexAttrib[VERT_ATTRIB_GENERIC(i)]; - else { - inputs[VERT_ATTRIB_GENERIC(i)] = - &vbo->currval[VBO_ATTRIB_GENERIC0 + i]; - const_inputs |= VERT_BIT_GENERIC(i); - } - } - - inputs[VERT_ATTRIB_GENERIC0] = inputs[0]; - } else { - /* Other parts of the code assume that inputs[0] through - * inputs[VERT_ATTRIB_FF_MAX] will be non-NULL. However, in OpenGL - * ES 2.0+ or OpenGL core profile, none of these arrays should ever - * be enabled. - */ - for (i = 0; i < VERT_ATTRIB_FF_MAX; i++) { - assert(!array[VERT_ATTRIB_FF(i)].Enabled); - - inputs[i] = &vbo->currval[VBO_ATTRIB_POS + i]; - const_inputs |= VERT_BIT_FF(i); - } - for (i = 0; i < VERT_ATTRIB_GENERIC_MAX; i++) { - if (array[VERT_ATTRIB_GENERIC(i)].Enabled) - inputs[VERT_ATTRIB_GENERIC(i)] = - &vertexAttrib[VERT_ATTRIB_GENERIC(i)]; - else { - inputs[VERT_ATTRIB_GENERIC(i)] = - &vbo->currval[VBO_ATTRIB_GENERIC0 + i]; - const_inputs |= VERT_BIT_GENERIC(i); - } - } - } + /* Other parts of the code assume that inputs[VERT_ATTRIB_POS] through + * inputs[VERT_ATTRIB_FF_MAX] will be non-NULL. However, in OpenGL + * ES 2.0+ or OpenGL core profile, none of these arrays should ever + * be enabled. + */ + if (ctx->API != API_OPENGL_COMPAT) + vp_inputs &= VERT_BIT_GENERIC_ALL; break; default: assert(0); } - _mesa_set_varying_vp_inputs(ctx, VERT_BIT_ALL & (~const_inputs)); + const gl_attribute_map_mode mode = vao->_AttributeMapMode; + const GLubyte *const vao_map = _mesa_vao_attribute_map[mode]; + for (unsigned vp_attrib = 0; vp_attrib < VERT_ATTRIB_MAX; ++vp_attrib) { + if (unlikely(vp_inputs & VERT_BIT(vp_attrib))) + inputs[vp_attrib] = &vertexAttrib[vao_map[vp_attrib]]; + else + inputs[vp_attrib] = &vbo->currval[map[vp_attrib]]; + } + + _mesa_set_varying_vp_inputs(ctx, vp_inputs); ctx->NewDriverState |= ctx->DriverFlags.NewArray; } -- 2.30.2