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author | Marek Olšák <maraeo@gmail.com> | 2012-03-29 17:51:50 +0200 |
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committer | Marek Olšák <maraeo@gmail.com> | 2012-10-31 00:55:13 +0100 |
commit | e73bf3b805de78299f1a652668ba4e6eab9bac94 (patch) | |
tree | 11839d343c6aad3a8fb5c594cadf961288adbea0 /src/gallium/drivers/svga/svga_pipe_blit.c | |
parent | a7c5be098aee3a8228cbd95558bac29cb7ff6a3d (diff) | |
download | external_mesa3d-e73bf3b805de78299f1a652668ba4e6eab9bac94.zip external_mesa3d-e73bf3b805de78299f1a652668ba4e6eab9bac94.tar.gz external_mesa3d-e73bf3b805de78299f1a652668ba4e6eab9bac94.tar.bz2 |
gallium: add start_slot parameter to set_vertex_buffers
This allows updating only a subrange of buffer bindings.
set_vertex_buffers(pipe, start_slot, count, NULL) unbinds buffers in that
range. Binding NULL resources unbinds buffers too (both buffer and user_buffer
must be NULL).
The meta ops are adapted to only save, change, and restore the single slot
they use. The cso_context can save and restore only one vertex buffer slot.
The clients can query which one it is using cso_get_aux_vertex_buffer_slot.
It's currently set to 0. (the Draw module breaks if it's set to non-zero)
It should decrease the CPU overhead when using a lot of meta ops, but
the drivers must be able to treat each vertex buffer slot as a separate
state (only r600g does so at the moment).
I can imagine this also being useful for optimizing some OpenGL use cases.
Reviewed-by: Brian Paul <brianp@vmware.com>
Diffstat (limited to 'src/gallium/drivers/svga/svga_pipe_blit.c')
-rw-r--r-- | src/gallium/drivers/svga/svga_pipe_blit.c | 4 |
1 files changed, 1 insertions, 3 deletions
diff --git a/src/gallium/drivers/svga/svga_pipe_blit.c b/src/gallium/drivers/svga/svga_pipe_blit.c index 34ac995..a44ed12 100644 --- a/src/gallium/drivers/svga/svga_pipe_blit.c +++ b/src/gallium/drivers/svga/svga_pipe_blit.c @@ -183,9 +183,7 @@ static void svga_blit(struct pipe_context *pipe, /* XXX turn off occlusion and streamout queries */ - util_blitter_save_vertex_buffers(svga->blitter, - svga->curr.num_vertex_buffers, - svga->curr.vb); + util_blitter_save_vertex_buffer_slot(svga->blitter, svga->curr.vb); util_blitter_save_vertex_elements(svga->blitter, (void*)svga->curr.velems); util_blitter_save_vertex_shader(svga->blitter, svga->curr.vs); /*util_blitter_save_geometry_shader(svga->blitter, svga->curr.gs);*/ |