Merge "Reduce hwui CPU time by using glDrawRangeElements"
am: 057c7c3164
Change-Id: I32269ea47f637597efc73acc4e040c209b48a2ed
This commit is contained in:
@@ -112,6 +112,7 @@ public:
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} vertices;
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int elementCount;
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int vertexCount; // only used for meshes (for glDrawRangeElements)
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TextureVertex mappedVertices[4];
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} mesh;
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@@ -210,6 +210,7 @@ GlopBuilder& GlopBuilder::setMeshVertexBuffer(const VertexBuffer& vertexBuffer)
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alphaVertex ? kAlphaVertexStride : kVertexStride };
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mOutGlop->mesh.elementCount = indices
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? vertexBuffer.getIndexCount() : vertexBuffer.getVertexCount();
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mOutGlop->mesh.vertexCount = vertexBuffer.getVertexCount(); // used for glDrawRangeElements()
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return *this;
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}
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@@ -364,18 +364,28 @@ void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix) {
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const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position);
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while (elementsCount > 0) {
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GLsizei drawCount = std::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6);
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GLsizei vertexCount = (drawCount / 6) * 4;
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meshState().bindPositionVertexPointer(vertexData, vertices.stride);
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if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
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meshState().bindTexCoordsVertexPointer(
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vertexData + kMeshTextureOffset, vertices.stride);
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}
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glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
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if (mCaches->extensions().getMajorGlVersion() >= 3) {
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glDrawRangeElements(mesh.primitiveMode, 0, vertexCount-1, drawCount, GL_UNSIGNED_SHORT, nullptr);
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} else {
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glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
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}
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elementsCount -= drawCount;
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vertexData += (drawCount / 6) * 4 * vertices.stride;
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vertexData += vertexCount * vertices.stride;
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}
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} else if (indices.bufferObject || indices.indices) {
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glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
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if (mCaches->extensions().getMajorGlVersion() >= 3) {
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// use glDrawRangeElements to reduce CPU overhead (otherwise the driver has to determine the min/max index values)
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glDrawRangeElements(mesh.primitiveMode, 0, mesh.vertexCount-1, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
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} else {
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glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
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}
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} else {
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glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount);
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}
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