From 7da98d7ebaf4475812f2ce44062d50bee393faf7 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Wed, 9 Jan 2008 14:21:52 -0800 Subject: [965] Allow more than one draw_prims per batchbuffer. The comment about (vbo)_exec_api.c appeared to be stale, as the VBO code seems to only use non-named VBOs (not actual VBOs) or freshly-allocated VBO data. This brings a 2x speedup to openarena, because we can submit nearly-full batchbuffers instead of many 450-byte ones. --- src/mesa/drivers/dri/i965/brw_draw.c | 20 +++++++++++++------- 1 file changed, 13 insertions(+), 7 deletions(-) (limited to 'src/mesa/drivers/dri/i965/brw_draw.c') diff --git a/src/mesa/drivers/dri/i965/brw_draw.c b/src/mesa/drivers/dri/i965/brw_draw.c index 9225748aaa..887eebe475 100644 --- a/src/mesa/drivers/dri/i965/brw_draw.c +++ b/src/mesa/drivers/dri/i965/brw_draw.c @@ -270,12 +270,23 @@ static GLboolean brw_try_draw_prims( GLcontext *ctx, LOCK_HARDWARE(intel); if (brw->intel.numClipRects == 0) { - assert(intel->batch->ptr == intel->batch->map); UNLOCK_HARDWARE(intel); return GL_TRUE; } { + /* Flush the batch if it's approaching full, so that we don't wrap while + * we've got validated state that needs to be in the same batch as the + * primitives. This fraction is just a guess (minimal full state plus + * a primitive is around 512 bytes), and would be better if we had + * an upper bound of how much we might emit in a single + * brw_try_draw_prims(). + */ + if (intel->batch->ptr - intel->batch->map > intel->batch->size * 3 / 4) + intel_batchbuffer_flush(intel->batch); + + brw->no_batch_wrap = GL_TRUE; + /* Set the first primitive early, ahead of validate_state: */ brw_set_prim(brw, prim[0].mode); @@ -310,12 +321,7 @@ static GLboolean brw_try_draw_prims( GLcontext *ctx, out: - /* Currently have to do this to synchronize with the map/unmap of - * the vertex buffer in brw_exec_api.c. Not sure if there is any - * way around this, as not every flush is due to a buffer filling - * up. - */ - intel_batchbuffer_flush( brw->intel.batch ); + brw->no_batch_wrap = GL_FALSE; /* Free any old data so it doesn't clog up texture memory - we * won't be referencing it again. -- cgit v1.2.3