intel: avoid unnecessary front buffer flushing/updating

Before, if we just called glXMakeCurrent() and didn't render anything we'd
still trigger a flushFrontBuffer() call.

Now only set the intel->front_buffer_dirty field at state validation time
just before we draw something.

NOTE: additional calls to intel_check_front_buffer_rendering() might be
needed if I missed some rendering paths.
This commit is contained in:
Brian Paul
2009-11-02 12:40:04 -07:00
parent 644d8fd363
commit bcbfda71b0
5 changed files with 27 additions and 2 deletions

View File

@@ -1088,6 +1088,7 @@ intelRenderStart(GLcontext * ctx)
{ {
struct intel_context *intel = intel_context(ctx); struct intel_context *intel = intel_context(ctx);
intel_check_front_buffer_rendering(intel);
intel->vtbl.render_start(intel_context(ctx)); intel->vtbl.render_start(intel_context(ctx));
intel->vtbl.emit_state(intel); intel->vtbl.emit_state(intel);
} }

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@@ -34,6 +34,7 @@
#include "brw_context.h" #include "brw_context.h"
#include "brw_state.h" #include "brw_state.h"
#include "intel_batchbuffer.h" #include "intel_batchbuffer.h"
#include "intel_buffers.h"
/* This is used to initialize brw->state.atoms[]. We could use this /* This is used to initialize brw->state.atoms[]. We could use this
* list directly except for a single atom, brw_constant_buffer, which * list directly except for a single atom, brw_constant_buffer, which
@@ -324,6 +325,8 @@ void brw_validate_state( struct brw_context *brw )
} }
} }
intel_check_front_buffer_rendering(intel);
/* Make sure that the textures which are referenced by the current /* Make sure that the textures which are referenced by the current
* brw fragment program are actually present/valid. * brw fragment program are actually present/valid.
* If this fails, we can experience GPU lock-ups. * If this fails, we can experience GPU lock-ups.

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@@ -132,6 +132,25 @@ intel_get_cliprects(struct intel_context *intel,
} }
/**
* Check if we're about to draw into the front color buffer.
* If so, set the intel->front_buffer_dirty field to true.
*/
void
intel_check_front_buffer_rendering(struct intel_context *intel)
{
const struct gl_framebuffer *fb = intel->ctx.DrawBuffer;
if (fb->Name == 0) {
/* drawing to window system buffer */
if (fb->_NumColorDrawBuffers > 0) {
if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
intel->front_buffer_dirty = GL_TRUE;
}
}
}
}
/** /**
* Update the hardware state for drawing into a window or framebuffer object. * Update the hardware state for drawing into a window or framebuffer object.
* *
@@ -202,8 +221,6 @@ intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb)
intel_batchbuffer_flush(intel->batch); intel_batchbuffer_flush(intel->batch);
intel->front_cliprects = GL_TRUE; intel->front_cliprects = GL_TRUE;
colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT); colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
intel->front_buffer_dirty = GL_TRUE;
} }
else { else {
if (!intel->constant_cliprect && intel->front_cliprects) if (!intel->constant_cliprect && intel->front_cliprects)

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@@ -45,6 +45,8 @@ extern struct intel_region *intel_readbuf_region(struct intel_context *intel);
extern struct intel_region *intel_drawbuf_region(struct intel_context *intel); extern struct intel_region *intel_drawbuf_region(struct intel_context *intel);
extern void intel_check_front_buffer_rendering(struct intel_context *intel);
extern void intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb); extern void intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb);
extern void intelInitBufferFuncs(struct dd_function_table *functions); extern void intelInitBufferFuncs(struct dd_function_table *functions);

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@@ -501,6 +501,8 @@ intel_map_unmap_framebuffer(struct intel_context *intel,
else else
intel_renderbuffer_unmap(intel, fb->_StencilBuffer->Wrapped); intel_renderbuffer_unmap(intel, fb->_StencilBuffer->Wrapped);
} }
intel_check_front_buffer_rendering(intel);
} }
/** /**