From a1f402344314cb7e773cebb7ef5c77b3c941de13 Mon Sep 17 00:00:00 2001 From: =?utf8?q?Marek=20Ol=C5=A1=C3=A1k?= Date: Wed, 12 Feb 2020 17:16:45 -0500 Subject: [PATCH] mesa: optimize glMultiDrawArrays, call Draw only once (v2) v2: use the macros Reviewed-by: Ian Romanick Part-of: --- src/mesa/main/draw.c | 38 ++++++++++++++++++++++---------------- 1 file changed, 22 insertions(+), 16 deletions(-) diff --git a/src/mesa/main/draw.c b/src/mesa/main/draw.c index aa4934fdb27..a997fcb670e 100644 --- a/src/mesa/main/draw.c +++ b/src/mesa/main/draw.c @@ -657,24 +657,30 @@ _mesa_exec_MultiDrawArrays(GLenum mode, const GLint *first, return; } - for (i = 0; i < primcount; i++) { - if (count[i] > 0) { - if (0) - check_draw_arrays_data(ctx, first[i], count[i]); - - /* The GL_ARB_shader_draw_parameters spec adds the following after the - * pseudo-code describing glMultiDrawArrays: - * - * "The index of the draw ( in the above pseudo-code) may be - * read by a vertex shader as , as described in - * Section 11.1.3.9." - */ - _mesa_draw_arrays(ctx, mode, first[i], count[i], 1, 0, i); + if (skip_validated_draw(ctx)) + return; - if (0) - print_draw_arrays(ctx, mode, first[i], count[i]); - } + struct _mesa_prim *prim; + + ALLOC_PRIMS(prim, primcount, "glMultiDrawElements"); + + for (i = 0; i < primcount; i++) { + prim[i].begin = 1; + prim[i].end = 1; + prim[i].mode = mode; + prim[i].draw_id = i; + prim[i].start = first[i]; + prim[i].count = count[i]; + prim[i].basevertex = 0; } + + ctx->Driver.Draw(ctx, prim, primcount, NULL, GL_FALSE, 0, 0, 1, 0, + NULL, 0); + + if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH) + _mesa_flush(ctx); + + FREE_PRIMS(prim, primcount); } -- 2.30.2