Don't send headers unnecessarily

This commit is contained in:
Luke Benstead 2018-08-01 20:41:59 +01:00
parent 4716a6a0c0
commit 9371a8164f

View File

@ -420,18 +420,30 @@ static void divide(AlignedVector* vertices) {
}
}
typedef struct {
PolyList* list;
pvr_poly_hdr_t hdr;
} ListToHeader;
#define MAX_LISTS 5
static void push(const AlignedVector* vertices, PolyList* activePolyList) {
/* 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 + 1);
PVRCommand* dst = (PVRCommand*) aligned_vector_extend(&activePolyList->vector, vertices->size);
// Store a pointer to the header
pvr_poly_hdr_t* hdr = (pvr_poly_hdr_t*) dst;
// Point dest at the first new vertex to populate
dst++;
// Compile
pvr_poly_cxt_t cxt = *getPVRContext();
cxt.list_type = activePolyList->list_type;
@ -440,6 +452,43 @@ static void push(const AlignedVector* vertices, PolyList* activePolyList) {
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
*/
GLuint c;
GLboolean sendHeader = GL_FALSE;
GLboolean listFound = GL_FALSE;
for(c = 0; c < LIST_COUNTER; ++c) {
if(LAST_HEADERS[c].list == activePolyList) {
/* 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 = activePolyList;
LAST_HEADERS[LIST_COUNTER++].hdr = *hdr;
}
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);
}
GLsizei i;
ClipVertex* vin = aligned_vector_at(vertices, 0);