vbo: Remove vbo_save_vertex_list::buffer_offset.

The buffer_offset is used in aligned_vertex_buffer_offset.
But now that most of these decisions are done in compile_vertex_list
we can work on local variables instead of struct members in the
display list code. Clean that up and remove buffer_offset.

Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
This commit is contained in:
Mathias Fröhlich 2018-02-25 18:01:07 +01:00
parent bfa8d8e5bf
commit 478a9bc7bb
2 changed files with 13 additions and 29 deletions

View file

@ -70,7 +70,6 @@ struct vbo_save_vertex_list {
*/ */
fi_type *current_data; fi_type *current_data;
GLuint buffer_offset; /**< in bytes */
GLuint vertex_count; /**< number of vertices in this list */ GLuint vertex_count; /**< number of vertices in this list */
GLuint wrap_count; /* number of copied vertices at start */ GLuint wrap_count; /* number of copied vertices at start */
@ -81,19 +80,6 @@ struct vbo_save_vertex_list {
}; };
/**
* Is the vertex list's buffer offset an exact multiple of the
* vertex size (in bytes)? This is used to check for a vertex array /
* drawing optimization.
*/
static inline bool
aligned_vertex_buffer_offset(const struct vbo_save_vertex_list *node)
{
unsigned vertex_size = node->vertex_size * sizeof(GLfloat); /* in bytes */
return vertex_size != 0 && node->buffer_offset % vertex_size == 0;
}
/** /**
* Return the stride in bytes of the display list node. * Return the stride in bytes of the display list node.
*/ */

View file

@ -527,7 +527,6 @@ compile_vertex_list(struct gl_context *ctx)
{ {
struct vbo_save_context *save = &vbo_context(ctx)->save; struct vbo_save_context *save = &vbo_context(ctx)->save;
struct vbo_save_vertex_list *node; struct vbo_save_vertex_list *node;
GLintptr buffer_offset = 0;
/* Allocate space for this structure in the display list currently /* Allocate space for this structure in the display list currently
* being compiled. * being compiled.
@ -543,10 +542,12 @@ compile_vertex_list(struct gl_context *ctx)
/* Duplicate our template, increment refcounts to the storage structs: /* Duplicate our template, increment refcounts to the storage structs:
*/ */
const GLsizei stride = save->vertex_size*sizeof(GLfloat);
node->vertex_size = save->vertex_size; node->vertex_size = save->vertex_size;
node->buffer_offset = GLintptr buffer_offset =
(save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat); (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
if (aligned_vertex_buffer_offset(node)) { GLuint start_offset = 0;
if (0 < buffer_offset && 0 < stride && buffer_offset % stride == 0) {
/* The vertex size is an exact multiple of the buffer offset. /* The vertex size is an exact multiple of the buffer offset.
* This means that we can use zero-based vertex attribute pointers * This means that we can use zero-based vertex attribute pointers
* and specify the start of the primitive with the _mesa_prim::start * and specify the start of the primitive with the _mesa_prim::start
@ -555,9 +556,11 @@ compile_vertex_list(struct gl_context *ctx)
* changes in drivers. In particular, the Gallium CSO module will * changes in drivers. In particular, the Gallium CSO module will
* filter out redundant vertex buffer changes. * filter out redundant vertex buffer changes.
*/ */
/* We cannot immediately update the primitives as some methods below
* still need the uncorrected start vertices
*/
start_offset = buffer_offset/stride;
buffer_offset = 0; buffer_offset = 0;
} else {
buffer_offset = node->buffer_offset;
} }
GLuint offsets[VBO_ATTRIB_MAX]; GLuint offsets[VBO_ATTRIB_MAX];
for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) { for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
@ -596,7 +599,7 @@ compile_vertex_list(struct gl_context *ctx)
if (current_size) { if (current_size) {
node->current_data = malloc(current_size * sizeof(GLfloat)); node->current_data = malloc(current_size * sizeof(GLfloat));
if (node->current_data) { if (node->current_data) {
const char *buffer = (const char *) save->vertex_store->buffer_map; const char *buffer = (const char *)save->buffer_map;
unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat); unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat);
unsigned vertex_offset = 0; unsigned vertex_offset = 0;
@ -604,8 +607,7 @@ compile_vertex_list(struct gl_context *ctx)
vertex_offset = vertex_offset =
(node->vertex_count - 1) * node->vertex_size * sizeof(GLfloat); (node->vertex_count - 1) * node->vertex_size * sizeof(GLfloat);
memcpy(node->current_data, memcpy(node->current_data, buffer + vertex_offset + attr_offset,
buffer + node->buffer_offset + vertex_offset + attr_offset,
current_size * sizeof(GLfloat)); current_size * sizeof(GLfloat));
} else { } else {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation"); _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
@ -636,12 +638,8 @@ compile_vertex_list(struct gl_context *ctx)
* On the other hand the _vbo_loopback_vertex_list call below needs the * On the other hand the _vbo_loopback_vertex_list call below needs the
* primitves to be corrected already. * primitves to be corrected already.
*/ */
if (aligned_vertex_buffer_offset(node)) { for (unsigned i = 0; i < node->prim_count; i++) {
const unsigned start_offset = node->prims[i].start += start_offset;
node->buffer_offset / (node->vertex_size * sizeof(GLfloat));
for (unsigned i = 0; i < node->prim_count; i++) {
node->prims[i].start += start_offset;
}
} }
/* Deal with GL_COMPILE_AND_EXECUTE: /* Deal with GL_COMPILE_AND_EXECUTE: