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authorEric Anholt <[email protected]>2010-10-12 14:39:12 -0700
committerEric Anholt <[email protected]>2010-10-12 15:17:35 -0700
commit43873b53c4d15f10f0321c770b1b8bd537cc226d (patch)
treed2c61e9c7c0d6565a2f5393c5f3a17f7c70da856 /src/mesa/vbo
parent3316a542050182d159ed5e5e07aa62839f293b69 (diff)
i965: Don't rebase the index buffer to min 0 if any arrays are in VBOs.
There was a check to only do the rebase if we didn't have everything in VBOs, but nexuiz apparently hands us a mix of VBOs and arrays, resulting in blocking on the GPU to do a rebase. Improves nexuiz 800x600, high-settings performance on my Ironlake 41% (+/- 1.3%), from 14.0fps to 19.7fps.
Diffstat (limited to 'src/mesa/vbo')
-rw-r--r--src/mesa/vbo/vbo.h1
-rw-r--r--src/mesa/vbo/vbo_rebase.c12
2 files changed, 13 insertions, 0 deletions
diff --git a/src/mesa/vbo/vbo.h b/src/mesa/vbo/vbo.h
index 07d31f6ce36..30b1448b8a4 100644
--- a/src/mesa/vbo/vbo.h
+++ b/src/mesa/vbo/vbo.h
@@ -106,6 +106,7 @@ void vbo_split_prims( GLcontext *ctx,
/* Helpers for dealing translating away non-zero min_index.
*/
GLboolean vbo_all_varyings_in_vbos( const struct gl_client_array *arrays[] );
+GLboolean vbo_any_varyings_in_vbos( const struct gl_client_array *arrays[] );
void vbo_rebase_prims( GLcontext *ctx,
const struct gl_client_array *arrays[],
diff --git a/src/mesa/vbo/vbo_rebase.c b/src/mesa/vbo/vbo_rebase.c
index ff7c7a6b0d5..e75253f8626 100644
--- a/src/mesa/vbo/vbo_rebase.c
+++ b/src/mesa/vbo/vbo_rebase.c
@@ -85,6 +85,18 @@ GLboolean vbo_all_varyings_in_vbos( const struct gl_client_array *arrays[] )
return GL_TRUE;
}
+GLboolean vbo_any_varyings_in_vbos( const struct gl_client_array *arrays[] )
+{
+ GLuint i;
+
+ for (i = 0; i < VERT_ATTRIB_MAX; i++)
+ if (arrays[i]->StrideB &&
+ arrays[i]->BufferObj->Name != 0)
+ return GL_TRUE;
+
+ return GL_FALSE;
+}
+
/* Adjust primitives, indices and vertex definitions so that min_index
* becomes zero. There are lots of reasons for wanting to do this, eg:
*