Merge "Reduce hwui CPU time by using glDrawRangeElements"

am: 057c7c3164

Change-Id: I32269ea47f637597efc73acc4e040c209b48a2ed
This commit is contained in:
Arun
2017-05-05 18:58:47 +00:00
committed by android-build-merger
3 changed files with 15 additions and 3 deletions

View File

@@ -112,6 +112,7 @@ public:
} vertices;
int elementCount;
int vertexCount; // only used for meshes (for glDrawRangeElements)
TextureVertex mappedVertices[4];
} mesh;

View File

@@ -210,6 +210,7 @@ GlopBuilder& GlopBuilder::setMeshVertexBuffer(const VertexBuffer& vertexBuffer)
alphaVertex ? kAlphaVertexStride : kVertexStride };
mOutGlop->mesh.elementCount = indices
? vertexBuffer.getIndexCount() : vertexBuffer.getVertexCount();
mOutGlop->mesh.vertexCount = vertexBuffer.getVertexCount(); // used for glDrawRangeElements()
return *this;
}

View File

@@ -364,18 +364,28 @@ void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix) {
const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position);
while (elementsCount > 0) {
GLsizei drawCount = std::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6);
GLsizei vertexCount = (drawCount / 6) * 4;
meshState().bindPositionVertexPointer(vertexData, vertices.stride);
if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
meshState().bindTexCoordsVertexPointer(
vertexData + kMeshTextureOffset, vertices.stride);
}
glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
if (mCaches->extensions().getMajorGlVersion() >= 3) {
glDrawRangeElements(mesh.primitiveMode, 0, vertexCount-1, drawCount, GL_UNSIGNED_SHORT, nullptr);
} else {
glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
}
elementsCount -= drawCount;
vertexData += (drawCount / 6) * 4 * vertices.stride;
vertexData += vertexCount * vertices.stride;
}
} else if (indices.bufferObject || indices.indices) {
glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
if (mCaches->extensions().getMajorGlVersion() >= 3) {
// use glDrawRangeElements to reduce CPU overhead (otherwise the driver has to determine the min/max index values)
glDrawRangeElements(mesh.primitiveMode, 0, mesh.vertexCount-1, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
} else {
glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
}
} else {
glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount);
}