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authorKeith Whitwell <[email protected]>2008-12-12 16:46:34 +0000
committerKeith Whitwell <[email protected]>2008-12-12 16:57:39 +0000
commitd2c2e9316d043ab584794a3524f22776deb4c777 (patch)
tree1d6045093cd7c935ceb26a3afb6c57b177c0ac62 /src/mesa/state_tracker/st_cb_bitmap.c
parenteb20e2984e51e632ef1a51620db7aca3eb89dafa (diff)
gallium: avoid mapping same vertex buffer in subsequent frames
Quite a few util modules were maintaining a single vertex buffer over multiple frames, and potentially reusing it in subsequent frames. Unfortunately that would force us into syncrhonous rendering as the buffer manager would be forced to wait for the previous rendering to complete prior to allowing the map. This resolves that issue, but requires the state tracker to issue a few new flush() calls at the end of each frame.
Diffstat (limited to 'src/mesa/state_tracker/st_cb_bitmap.c')
-rw-r--r--src/mesa/state_tracker/st_cb_bitmap.c60
1 files changed, 45 insertions, 15 deletions
diff --git a/src/mesa/state_tracker/st_cb_bitmap.c b/src/mesa/state_tracker/st_cb_bitmap.c
index 73645201cc6..bc05ca6a2ff 100644
--- a/src/mesa/state_tracker/st_cb_bitmap.c
+++ b/src/mesa/state_tracker/st_cb_bitmap.c
@@ -349,8 +349,7 @@ make_bitmap_texture(GLcontext *ctx, GLsizei width, GLsizei height,
return pt;
}
-
-static void
+static GLuint
setup_bitmap_vertex_data(struct st_context *st,
int x, int y, int width, int height,
float z, const float color[4])
@@ -369,12 +368,18 @@ setup_bitmap_vertex_data(struct st_context *st,
const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
+ const GLuint max_slots = 4096 / sizeof(st->bitmap.vertices);
GLuint i;
- void *buf;
+
+ if (st->bitmap.vbuf_slot >= max_slots) {
+ pipe_buffer_reference(pipe->screen, &st->bitmap.vbuf, NULL);
+ st->bitmap.vbuf_slot = 0;
+ }
if (!st->bitmap.vbuf) {
- st->bitmap.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
- sizeof(st->bitmap.vertices));
+ st->bitmap.vbuf = pipe_buffer_create(pipe->screen, 32,
+ PIPE_BUFFER_USAGE_VERTEX,
+ max_slots * sizeof(st->bitmap.vertices));
}
/* Positions are in clip coords since we need to do clipping in case
@@ -413,9 +418,19 @@ setup_bitmap_vertex_data(struct st_context *st,
}
/* put vertex data into vbuf */
- buf = pipe_buffer_map(pipe->screen, st->bitmap.vbuf, PIPE_BUFFER_USAGE_CPU_WRITE);
- memcpy(buf, st->bitmap.vertices, sizeof(st->bitmap.vertices));
- pipe_buffer_unmap(pipe->screen, st->bitmap.vbuf);
+ {
+ char *buf = pipe_buffer_map(pipe->screen,
+ st->bitmap.vbuf,
+ PIPE_BUFFER_USAGE_CPU_WRITE);
+
+ memcpy(buf + st->bitmap.vbuf_slot * sizeof st->bitmap.vertices,
+ st->bitmap.vertices,
+ sizeof st->bitmap.vertices);
+
+ pipe_buffer_unmap(pipe->screen, st->bitmap.vbuf);
+ }
+
+ return st->bitmap.vbuf_slot++ * sizeof st->bitmap.vertices;
}
@@ -434,6 +449,7 @@ draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
struct cso_context *cso = ctx->st->cso_context;
struct st_fragment_program *stfp;
GLuint maxSize;
+ GLuint offset;
stfp = combined_bitmap_fragment_program(ctx);
@@ -518,11 +534,11 @@ draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
}
/* draw textured quad */
- setup_bitmap_vertex_data(st, x, y, width, height,
- ctx->Current.RasterPos[2],
- color);
+ offset = setup_bitmap_vertex_data(st, x, y, width, height,
+ ctx->Current.RasterPos[2],
+ color);
- util_draw_vertex_buffer(pipe, st->bitmap.vbuf,
+ util_draw_vertex_buffer(pipe, st->bitmap.vbuf, offset,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
3); /* attribs/vert */
@@ -592,12 +608,12 @@ st_flush_bitmap_cache(struct st_context *st)
struct pipe_screen *screen = pipe->screen;
assert(cache->xmin <= cache->xmax);
- /*
- printf("flush size %d x %d at %d, %d\n",
+
+/* printf("flush size %d x %d at %d, %d\n",
cache->xmax - cache->xmin,
cache->ymax - cache->ymin,
cache->xpos, cache->ypos);
- */
+*/
/* The texture surface has been mapped until now.
* So unmap and release the texture surface before drawing.
@@ -623,6 +639,20 @@ st_flush_bitmap_cache(struct st_context *st)
}
}
+/* Flush bitmap cache and release vertex buffer.
+ */
+void
+st_flush_bitmap( struct st_context *st )
+{
+ st_flush_bitmap_cache(st);
+
+ /* Release vertex buffer to avoid synchronous rendering if we were
+ * to map it in the next frame.
+ */
+ pipe_buffer_reference(st->pipe->screen, &st->bitmap.vbuf, NULL);
+ st->bitmap.vbuf_slot = 0;
+}
+
/**
* Try to accumulate this glBitmap call in the bitmap cache.