Reduce hwui CPU time by using glDrawRangeElements
The CPU overhead of glDrawElements in the GPU driver is significant with client-side vertex data (unique per draw call) as the driver has to calculate the mininimum and maximum indices from the index buffer in order to evaluate the range of vertex data required. This can be avoided by keeping track of the min-max in hwui and passing it with glDrawRangeElements. This requires OpenGL ES3.0 support (which is already checked for elsewhere in hwui). Test: manual - visual inspection on fugu (nexus player) Change-Id: I57bb1ddd239a1032f74f1cd2683bbe0970e84bd9
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@@ -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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