gpu: Merge ops on GL, too

Just like on Vulkan, try to minimize the glDrawArrays() calls by merging
adjacent ops.
This commit is contained in:
Benjamin Otte
2023-10-04 03:00:24 +02:00
parent 53821da4d6
commit 5549a7ab5f

View File

@@ -90,6 +90,8 @@ gsk_gpu_shader_op_gl_command_n (GskGpuOp *op,
{
GskGpuShaderOp *self = (GskGpuShaderOp *) op;
GskGpuShaderOpClass *shader_op_class = (GskGpuShaderOpClass *) op->op_class;
GskGpuOp *next;
gsize i, n;
gsk_gl_frame_use_program (GSK_GL_FRAME (frame),
shader_op_class,
@@ -98,12 +100,29 @@ gsk_gpu_shader_op_gl_command_n (GskGpuOp *op,
if (self->desc)
gsk_gl_descriptors_use (GSK_GL_DESCRIPTORS (self->desc));
if (gsk_gpu_frame_should_optimize (frame, GSK_GPU_OPTIMIZE_MERGE))
n = MAX_MERGE_OPS;
else
n = 1;
i = 1;
for (next = op->next; next && i < n; next = next->next)
{
GskGpuShaderOp *next_shader = (GskGpuShaderOp *) next;
if (next->op_class != op->op_class ||
next_shader->desc != self->desc ||
next_shader->vertex_offset != self->vertex_offset + i * shader_op_class->vertex_size)
break;
i++;
}
if (gsk_gpu_frame_should_optimize (frame, GSK_GPU_OPTIMIZE_GL_BASE_INSTANCE))
{
glDrawArraysInstancedBaseInstance (GL_TRIANGLES,
0,
6 * instance_scale,
1,
i,
self->vertex_offset / shader_op_class->vertex_size);
}
else
@@ -113,10 +132,10 @@ gsk_gpu_shader_op_gl_command_n (GskGpuOp *op,
glDrawArraysInstanced (GL_TRIANGLES,
0,
6 * instance_scale,
1);
i);
}
return op->next;
return next;
}
GskGpuOp *