diff options
author | Zhigang Gong <zhigang.gong@linux.intel.com> | 2012-06-26 15:39:24 +0800 |
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committer | Zhigang Gong <zhigang.gong@linux.intel.com> | 2012-07-03 18:30:15 +0800 |
commit | 593bd206bf2794dc1450e8e7d20142b8d0ca074b (patch) | |
tree | 2552f1035c16bc3160f3e00a988b61ba6c8476a4 | |
parent | e44ce79d719ece8997c777329834c5293fc668b8 (diff) |
glamor_render: Don't allocate buffer for vbo each time.
We can reuse the last one if the last one is big enough
to contain current vertext data. In the meantime, Use
MapBufferRange instead of MapBuffer.
Testing shows, this patch brings some benefit for
aa10text/rgb10text. Not too much, but indeed faster.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
-rw-r--r-- | src/glamor_render.c | 21 |
1 files changed, 16 insertions, 5 deletions
diff --git a/src/glamor_render.c b/src/glamor_render.c index 5e5ae78..b82c7c3 100644 --- a/src/glamor_render.c +++ b/src/glamor_render.c @@ -724,10 +724,17 @@ glamor_setup_composite_vbo(ScreenPtr screen, int n_verts) glamor_screen_private *glamor_priv = glamor_get_screen_private(screen); glamor_gl_dispatch *dispatch; + int vert_size; + Bool need_new_buffer = FALSE; glamor_priv->vbo_offset = 0; glamor_priv->render_nr_verts = 0; - glamor_priv->vbo_size = n_verts * sizeof(float) * 2; + vert_size = n_verts * sizeof(float) * 2; + + if (glamor_priv->vbo_size < vert_size) { + glamor_priv->vbo_size = vert_size; + need_new_buffer = TRUE; + } glamor_priv->vb_stride = 2 * sizeof(float); if (glamor_priv->has_source_coords) @@ -738,10 +745,14 @@ glamor_setup_composite_vbo(ScreenPtr screen, int n_verts) dispatch = glamor_get_dispatch(glamor_priv); dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo); if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) { - dispatch->glBufferData(GL_ARRAY_BUFFER, - n_verts * sizeof(float) * 2, - NULL, GL_DYNAMIC_DRAW); - glamor_priv->vb = dispatch->glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); + if (need_new_buffer) + dispatch->glBufferData(GL_ARRAY_BUFFER, + vert_size, + NULL, GL_DYNAMIC_DRAW); + glamor_priv->vb = dispatch->glMapBufferRange(GL_ARRAY_BUFFER, 0, + vert_size, + GL_MAP_READ_BIT | GL_MAP_WRITE_BIT); + assert(glamor_priv->vb != NULL); } dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo); |