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authorKenneth Graunke <[email protected]>2014-12-03 14:26:48 -0800
committerKenneth Graunke <[email protected]>2014-12-04 17:50:52 -0800
commitae45a5a28d8c8a48e7353e37da2ce28a6f2bdef4 (patch)
tree81ceb657d99bc330ba4cb5d50fb8ac54ac221dee /src/mesa/drivers/haiku
parent0b4a6886915571540cfa26fec6fd460d3b81216f (diff)
i965: Compute VS attribute WA bits earlier and check if they changed.
BRW_NEW_VERTICES is flagged every time we draw a primitive. Having the brw_vs_prog atom depend on BRW_NEW_VERTICES meant that we had to compute the VS program key and do a program cache lookup for every single primitive. This is painfully expensive. The workaround bit computation is almost entirely based on the vertex attribute arrays (brw->vb.inputs[i]), which are set by brw_merge_inputs. The only thing it uses the VS program for is to see which VS inputs are actually read. brw_merge_inputs() happens once per primitive, and can safely look at the currently bound vertex program, as it doesn't change in the middle of a draw. This patch moves the workaround bit computation to brw_merge_inputs(), right after assigning brw->vb.inputs[i], and stores the previous WA bit values in the context. If they've actually changed from the last draw (which is uncommon), we signal that we need a new vertex program, causing brw_vs_prog to compute a new key. Improves performance in Gl32Batch7 by 13.6123% +/- 0.739652% (n=166) on Haswell GT3e. I'm told Baytrail shows similar gains. v2: Introduce a new BRW_NEW_VS_ATTRIB_WORKAROUNDS dirty bit, rather than reusing BRW_NEW_VERTEX_PROGRAM (suggested by Chris Forbes). This prevents unnecessary re-emission of surface/sampler related atoms (and an SOL atom on Sandybridge). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
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