[cogl journal] Perform software modelview transform on logged quads.

Since most Clutter actors aren't much more than textured quads; flushing the
journal typically involves lots of 'change modelview; draw quad' sequences.

The amount of overhead involved in uploading a new modelview and queuing
that primitive is huge in comparison to simply transforming 4 vertices by
the current modelview when logging quads.  (Note if your GPU supports HW
vertex transform, then it still does the projective and viewport transforms)

At the same time a --cogl-debug=disable-software-transform option has been
added for comparison and debugging.

This change allows typical pick scenes to be batched into a single draw call
and I'm seeing test-pick run over 200% faster with this.  (i965 + Mesa
7.6-devel)
This commit is contained in:
Robert Bragg 2009-06-17 01:31:36 +01:00
parent 612a1e2dea
commit efbf483d8c
3 changed files with 120 additions and 44 deletions

View File

@ -43,7 +43,8 @@ typedef enum {
COGL_DEBUG_FORCE_CLIENT_SIDE_MATRICES = 1 << 11,
COGL_DEBUG_DISABLE_VBOS = 1 << 12,
COGL_DEBUG_JOURNAL = 1 << 13,
COGL_DEBUG_BATCHING = 1 << 14
COGL_DEBUG_BATCHING = 1 << 14,
COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM = 1 << 15
} CoglDebugFlags;
#ifdef COGL_ENABLE_DEBUG

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@ -45,7 +45,8 @@ static const GDebugKey cogl_debug_keys[] = {
{ "client-side-matrices", COGL_DEBUG_FORCE_CLIENT_SIDE_MATRICES },
{ "disable-vbos", COGL_DEBUG_DISABLE_VBOS },
{ "journal", COGL_DEBUG_JOURNAL },
{ "batching", COGL_DEBUG_BATCHING }
{ "batching", COGL_DEBUG_BATCHING },
{ "disable-software-transform", COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM }
};
static const gint n_cogl_debug_keys = G_N_ELEMENTS (cogl_debug_keys);

View File

@ -57,7 +57,7 @@
/* XXX NB:
* Our journal's vertex data is arranged as follows:
* 4 vertices per quad:
* 2 or GLfloats per position
* 2 or 3 GLfloats per position (3 when doing software transforms)
* 4 RGBA GLubytes,
* 2 GLfloats per tex coord * n_layers
*
@ -66,11 +66,21 @@
* To avoid frequent changes in the stride of our vertex data we always pad
* n_layers to be >= 2
*
* When we are transforming quads in software we need to also track the z
* coordinate of transformed vertices.
*
* So for a given number of layers this gets the stride in 32bit words:
*/
#define MIN_LAYER_PADING 2
#define SW_TRANSFORM (!(cogl_debug_flags & \
COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))
#define POS_STRIDE (SW_TRANSFORM ? 3 : 2) /* number of 32bit words */
#define N_POS_COMPONENTS POS_STRIDE
#define COLOR_STRIDE 1 /* number of 32bit words */
#define TEX_STRIDE 2 /* number of 32bit words */
#define MIN_LAYER_PADING 2
#define GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS(N_LAYERS) \
(2 + 1 + 2 * (N_LAYERS < MIN_LAYER_PADING ? MIN_LAYER_PADING : N_LAYERS))
(POS_STRIDE + COLOR_STRIDE + \
TEX_STRIDE * (N_LAYERS < MIN_LAYER_PADING ? MIN_LAYER_PADING : N_LAYERS))
typedef void (*CoglJournalBatchCallback) (CoglJournalEntry *start,
@ -85,8 +95,8 @@ typedef struct _CoglJournalFlushState
/* Note: this is a pointer to handle fallbacks. It normally holds a VBO
* offset, but when the driver doesn't support VBOs then this points into
* our GArray of logged vertices. */
char * vbo_offset;
GLuint vertex_offset;
char * vbo_offset;
GLuint vertex_offset;
#ifndef HAVE_COGL_GL
CoglJournalIndices *indices;
size_t indices_type_size;
@ -108,19 +118,26 @@ _cogl_journal_dump_quad_vertices (guint8 *data, int n_layers)
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
g_print ("stride = %d (%d bytes)\n", (int)stride, (int)stride * 4);
g_print ("n_layers = %d; stride = %d; pos stride = %d; color stride = %d; "
"tex stride = %d; stride in bytes = %d\n",
n_layers, (int)stride, POS_STRIDE, COLOR_STRIDE,
TEX_STRIDE, (int)stride * 4);
for (i = 0; i < 4; i++)
{
float *v = (float *)data + (i * stride);
guint8 *c = data + 8 + (i * stride * 4);
guint8 *c = data + (POS_STRIDE * 4) + (i * stride * 4);
int j;
g_print ("v%d: x = %f, y = %f, rgba=0x%02X%02X%02X%02X",
i, v[0], v[1], c[0], c[1], c[2], c[3]);
if (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM)
g_print ("v%d: x = %f, y = %f, rgba=0x%02X%02X%02X%02X",
i, v[0], v[1], c[0], c[1], c[2], c[3]);
else
g_print ("v%d: x = %f, y = %f, z = %f, rgba=0x%02X%02X%02X%02X",
i, v[0], v[1], v[2], c[0], c[1], c[2], c[3]);
for (j = 0; j < n_layers; j++)
{
float *t = v + 3 + 2 * j;
float *t = v + POS_STRIDE + COLOR_STRIDE + TEX_STRIDE * j;
g_print (", tx%d = %f, ty%d = %f", j, t[0], j, t[1]);
}
g_print ("\n");
@ -181,7 +198,8 @@ _cogl_journal_flush_modelview_and_entries (CoglJournalEntry *batch_start,
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_BATCHING))
g_print ("BATCHING: modelview batch len = %d\n", batch_len);
GE (glLoadMatrixf ((GLfloat *)&batch_start->model_view));
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))
GE (glLoadMatrixf ((GLfloat *)&batch_start->model_view));
#ifdef HAVE_COGL_GL
@ -248,6 +266,7 @@ compare_entry_modelviews (CoglJournalEntry *entry0,
* if the age has increased, and if so record the change as a
* boolean in the journal.
*/
if (memcmp (&entry0->model_view, &entry1->model_view,
sizeof (GLfloat) * 16) == 0)
return TRUE;
@ -283,12 +302,18 @@ _cogl_journal_flush_material_and_entries (CoglJournalEntry *batch_start,
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
cogl_enable (enable_flags);
batch_and_call (batch_start,
batch_len,
compare_entry_modelviews,
_cogl_journal_flush_modelview_and_entries,
data);
/* If we haven't transformed the quads in software then we need to also break
* up batches according to changes in the modelview matrix... */
if (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM)
{
batch_and_call (batch_start,
batch_len,
compare_entry_modelviews,
_cogl_journal_flush_modelview_and_entries,
data);
}
else
_cogl_journal_flush_modelview_and_entries (batch_start, batch_len, data);
}
static gboolean
@ -332,14 +357,16 @@ _cogl_journal_flush_texcoord_vbo_offsets_and_entries (
/* XXX NB:
* Our journal's vertex data is arranged as follows:
* 4 vertices per quad:
* 2 GLfloats per position
* 2 or 3 GLfloats per position (3 when doing software transforms)
* 4 RGBA GLubytes,
* 2 GLfloats per tex coord * n_layers
* (though n_layers may be padded; see definition of
* GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS for details)
*/
GE (glTexCoordPointer (2, GL_FLOAT, state->stride,
(void *)(state->vbo_offset + 12 + 8 * i)));
(void *)(state->vbo_offset +
(POS_STRIDE + COLOR_STRIDE) * 4 +
TEX_STRIDE * 4 * i)));
}
prev_n_texcoord_arrays_enabled =
ctx->n_texcoord_arrays_enabled;
@ -389,7 +416,7 @@ _cogl_journal_flush_vbo_offsets_and_entries (CoglJournalEntry *batch_start,
/* XXX NB:
* Our journal's vertex data is arranged as follows:
* 4 vertices per quad:
* 2 GLfloats per position
* 2 or 3 GLfloats per position (3 when doing software transforms)
* 4 RGBA GLubytes,
* 2 GLfloats per tex coord * n_layers
* (though n_layers may be padded; see definition of
@ -399,9 +426,10 @@ _cogl_journal_flush_vbo_offsets_and_entries (CoglJournalEntry *batch_start,
stride *= sizeof (GLfloat);
state->stride = stride;
GE (glVertexPointer (2, GL_FLOAT, stride, (void *)state->vbo_offset));
GE (glVertexPointer (N_POS_COMPONENTS, GL_FLOAT, stride,
(void *)state->vbo_offset));
GE (glColorPointer (4, GL_UNSIGNED_BYTE, stride,
(void *)(state->vbo_offset + 8)));
(void *)(state->vbo_offset + (POS_STRIDE * 4))));
#ifndef HAVE_COGL_GL
indices_handle = cogl_vertex_buffer_indices_get_for_quads (needed_indices);
@ -540,19 +568,36 @@ _cogl_journal_flush (void)
* we need to dirty our client side matrix stack cache... */
_cogl_current_matrix_state_dirty ();
/* If we have transformed all our quads at log time then the whole journal
* then we ensure no further model transform is applied by loading the
* identity matrix here...*/
if (!(cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))
{
GE (glMatrixMode (GL_MODELVIEW));
glLoadIdentity ();
}
/* batch_and_call() batches a list of journal entries according to some
* given criteria and calls a callback once for each determined batch.
*
* The process of flushing the journal is done by splitting the entries
* by three broad criteria:
* 1) We split the entries according the number of material layers.
* Each time the number of material layers changes, then the stride
* changes, so we need to call gl{Vertex,Color,Texture}Pointer to
* inform GL of new VO offsets.
* 2) We then split according to compatible Cogl materials.
* The process of flushing the journal is staggered to reduce the amount
* of driver/GPU state changes necessary:
* 1) We split the entries according to the stride of the vertices:
* Each time the stride of our vertex data changes we need to call
* gl{Vertex,Color}Pointer to inform GL of new VBO offsets.
* Currently the only thing that affects the stride of our vertex data
* is the number of material layers.
* 2) We split the entries explicitly by the number of material layers:
* We pad our vertex data when the number of layers is < 2 so that we
* can minimize changes in stride. Each time the number of layers
* changes we need to call glTexCoordPointer to inform GL of new VBO
* offsets.
* 3) We then split according to compatible Cogl materials:
* This is where we flush material state
* 3) Finally we split according to modelview matrix changes.
* 4) Finally we split according to modelview matrix changes:
* This is when we finally tell GL to draw something.
* Note: Splitting by modelview changes is skipped when are doing the
* vertex transformation in software at log time.
*/
batch_and_call ((CoglJournalEntry *)ctx->journal->data, /* first entry */
ctx->journal->len, /* max number of entries to consider */
@ -612,7 +657,7 @@ _cogl_journal_log_quad (float x_1,
next_vert = ctx->logged_vertices->len;
g_array_set_size (ctx->logged_vertices, next_vert + 4 * stride);
v = &g_array_index (ctx->logged_vertices, GLfloat, next_vert);
c = (GLubyte *)(v + 2);
c = (GLubyte *)(v + POS_STRIDE);
/* XXX: All the jumping around to fill in this strided buffer doesn't
* seem ideal. */
@ -630,19 +675,47 @@ _cogl_journal_log_quad (float x_1,
memcpy (c, src_c, 4);
}
v[0] = x_1; v[1] = y_1;
v += stride;
v[0] = x_1; v[1] = y_2;
v += stride;
v[0] = x_2; v[1] = y_2;
v += stride;
v[0] = x_2; v[1] = y_1;
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))
{
v[0] = x_1; v[1] = y_1;
v += stride;
v[0] = x_1; v[1] = y_2;
v += stride;
v[0] = x_2; v[1] = y_2;
v += stride;
v[0] = x_2; v[1] = y_1;
}
else
{
CoglMatrix mv;
float x, y, z, w;
cogl_get_modelview_matrix (&mv);
x = x_1, y = y_1, z = 0; w = 1;
cogl_matrix_transform_point (&mv, &x, &y, &z, &w);
v[0] = x; v[1] = y; v[2] = z;
v += stride;
x = x_1, y = y_2, z = 0; w = 1;
cogl_matrix_transform_point (&mv, &x, &y, &z, &w);
v[0] = x; v[1] = y; v[2] = z;
v += stride;
x = x_2, y = y_2, z = 0; w = 1;
cogl_matrix_transform_point (&mv, &x, &y, &z, &w);
v[0] = x; v[1] = y; v[2] = z;
v += stride;
x = x_2, y = y_1, z = 0; w = 1;
cogl_matrix_transform_point (&mv, &x, &y, &z, &w);
v[0] = x; v[1] = y; v[2] = z;
}
for (i = 0; i < n_layers; i++)
{
/* NB: See note at top about vertex buffer layout: */
GLfloat *t = &g_array_index (ctx->logged_vertices,
GLfloat, next_vert + 3 + 2 * i);
/* XXX: See definition of GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS for details
* about how we pack our vertex data */
GLfloat *t = &g_array_index (ctx->logged_vertices, GLfloat,
next_vert + POS_STRIDE +
COLOR_STRIDE + TEX_STRIDE * i);
t[0] = tex_coords[0]; t[1] = tex_coords[1];
t += stride;
@ -677,7 +750,8 @@ _cogl_journal_log_quad (float x_1,
entry->flush_options.fallback_layers = fallback_layers;
entry->flush_options.disable_layers = disable_layers;
entry->flush_options.layer0_override_texture = layer0_override_texture;
cogl_get_modelview_matrix (&entry->model_view);
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))
cogl_get_modelview_matrix (&entry->model_view);
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_BATCHING
|| cogl_debug_flags & COGL_DEBUG_RECTANGLES))