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authorBrian Paul <[email protected]>2015-10-14 09:31:41 -0600
committerBrian Paul <[email protected]>2015-10-15 07:21:07 -0600
commit6fd29e6c31e14e7b0f3c530798a1fc983eee17af (patch)
tree8f7c482354b6f9acef216c67b41bb8ddc1a9f0ff /src/mesa
parent083b3f5cb4c5bd701d6a371282d7dc8c4f5fcaa8 (diff)
mesa: optimize no-change check in _mesa_BlendFuncSeparate()
Streamline the checking for no state change in _mesa_BlendFuncSeparate() (and _mesa_BlendFunc()). If _BlendFuncPerBuffer is false, we only need to check the 0th buffer state. Move argument validation after the no-op check. I'm looking at an app that issues about 1000 redundant glBlendFunc() calls per frame! Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/main/blend.c43
1 files changed, 28 insertions, 15 deletions
diff --git a/src/mesa/main/blend.c b/src/mesa/main/blend.c
index dee5e29d5b8..98d28581d26 100644
--- a/src/mesa/main/blend.c
+++ b/src/mesa/main/blend.c
@@ -203,7 +203,7 @@ _mesa_BlendFuncSeparate( GLenum sfactorRGB, GLenum dfactorRGB,
GLenum sfactorA, GLenum dfactorA )
{
GLuint buf, numBuffers;
- GLboolean changed;
+ bool changed = false;
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_API)
@@ -213,28 +213,41 @@ _mesa_BlendFuncSeparate( GLenum sfactorRGB, GLenum dfactorRGB,
_mesa_enum_to_string(sfactorA),
_mesa_enum_to_string(dfactorA));
- if (!validate_blend_factors(ctx, "glBlendFuncSeparate",
- sfactorRGB, dfactorRGB,
- sfactorA, dfactorA)) {
- return;
- }
-
numBuffers = ctx->Extensions.ARB_draw_buffers_blend
? ctx->Const.MaxDrawBuffers : 1;
- changed = GL_FALSE;
- for (buf = 0; buf < numBuffers; buf++) {
- if (ctx->Color.Blend[buf].SrcRGB != sfactorRGB ||
- ctx->Color.Blend[buf].DstRGB != dfactorRGB ||
- ctx->Color.Blend[buf].SrcA != sfactorA ||
- ctx->Color.Blend[buf].DstA != dfactorA) {
- changed = GL_TRUE;
- break;
+ /* Check if we're really changing any state. If not, return early. */
+ if (ctx->Color._BlendFuncPerBuffer) {
+ /* Check all per-buffer states */
+ for (buf = 0; buf < numBuffers; buf++) {
+ if (ctx->Color.Blend[buf].SrcRGB != sfactorRGB ||
+ ctx->Color.Blend[buf].DstRGB != dfactorRGB ||
+ ctx->Color.Blend[buf].SrcA != sfactorA ||
+ ctx->Color.Blend[buf].DstA != dfactorA) {
+ changed = true;
+ break;
+ }
+ }
+ }
+ else {
+ /* only need to check 0th per-buffer state */
+ if (ctx->Color.Blend[0].SrcRGB != sfactorRGB ||
+ ctx->Color.Blend[0].DstRGB != dfactorRGB ||
+ ctx->Color.Blend[0].SrcA != sfactorA ||
+ ctx->Color.Blend[0].DstA != dfactorA) {
+ changed = true;
}
}
+
if (!changed)
return;
+ if (!validate_blend_factors(ctx, "glBlendFuncSeparate",
+ sfactorRGB, dfactorRGB,
+ sfactorA, dfactorA)) {
+ return;
+ }
+
FLUSH_VERTICES(ctx, _NEW_COLOR);
for (buf = 0; buf < numBuffers; buf++) {