Remove conditional header sending, it's slightly slower

This commit is contained in:
Luke Benstead 2018-08-20 20:34:11 +01:00
parent da97483eee
commit 80c65d4aff

View File

@ -752,13 +752,6 @@ typedef struct {
static void push(const AlignedVector* vertices, PolyList* activePolyList, GLshort textureUnit) {
/* Copy the vertices to the active poly list */
static GLuint LIST_COUNTER = 0;
static ListToHeader LAST_HEADERS[MAX_LISTS];
/* If the list was empty, this is the first submission this frame so we
* always send the header in this case */
GLboolean listWasEmpty = activePolyList->vector.size > 0;
// Make room for the element + the header
PVRCommand* dst = (PVRCommand*) aligned_vector_extend(&activePolyList->vector, vertices->size);
@ -773,45 +766,13 @@ static void push(const AlignedVector* vertices, PolyList* activePolyList, GLshor
pvr_poly_compile(hdr, &cxt);
/* We store a list of the last "hdr" to be submitted for a list, and then compare before
* specifying another one. Apparently it's quite slow to change header
*/
// Point dest at the first new vertex to populate, if we're not sending a header
// we won't increment and instead overwrite the header we just created with the
// first vertex
dst++;
GLuint c;
GLboolean sendHeader = GL_FALSE;
GLboolean listFound = GL_FALSE;
for(c = 0; c < LIST_COUNTER; ++c) {
if(LAST_HEADERS[c].list_type == activePolyList->list_type) {
/* Send the header if this was the first submission to this list, or the header has changed since
* the last sent */
sendHeader = listWasEmpty || memcmp(&LAST_HEADERS[c].hdr, &hdr, sizeof(pvr_poly_hdr_t)) != 0;
listFound = GL_TRUE;
break;
}
}
if(!listFound) {
if(LIST_COUNTER == MAX_LISTS) {
fprintf(stderr, "Ran out of space!\n");
}
/* First time we've seen this list, add it to the array */
LAST_HEADERS[LIST_COUNTER].list_type = activePolyList->list_type;
LAST_HEADERS[LIST_COUNTER++].hdr = *hdr;
/* Send the header the first time */
sendHeader = GL_TRUE;
}
if(sendHeader) {
// Point dest at the first new vertex to populate, if we're not sending a header
// we won't increment and instead overwrite the header we just created with the
// first vertex
dst++;
// Add one more to the list
aligned_vector_extend(&activePolyList->vector, 1);
}
// Add one more to the list
aligned_vector_extend(&activePolyList->vector, 1);
GLsizei i = vertices->size;
ClipVertex* vin = aligned_vector_at(vertices, 0);