Add code path that avoids large indexBuffer draws
The bulkrect_1000_random_uniqueimages_batch on a Nexus 6P/Adreno 430
w/o this CL
curr/maxrss loops min median mean max stddev samples config
304/304 MB 1 151ms 159ms 158ms 163ms 3% ▆█▇▄▆▆▁▂█▅ gles
w/ this CL
curr/maxrss loops min median mean max stddev samples config
286/286 MB 1 18.1ms 18.1ms 18.1ms 18.1ms 0% ▂▄▅▃▅▅▃▄▁█ gles
Change-Id: I0f6d690b953444ec7a3176cb27c8a253caa55f5d
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/255986
Commit-Queue: Robert Phillips <robertphillips@google.com>
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
diff --git a/src/gpu/ops/GrQuadPerEdgeAA.cpp b/src/gpu/ops/GrQuadPerEdgeAA.cpp
index 70a8607..ca0c7c0 100644
--- a/src/gpu/ops/GrQuadPerEdgeAA.cpp
+++ b/src/gpu/ops/GrQuadPerEdgeAA.cpp
@@ -381,7 +381,7 @@
SkUNREACHABLE;
}
-void ConfigureMesh(GrMesh* mesh, const VertexSpec& spec,
+void ConfigureMesh(const GrCaps& caps, GrMesh* mesh, const VertexSpec& spec,
int runningQuadCount, int quadsInDraw, int maxVerts,
sk_sp<const GrBuffer> vertexBuffer,
sk_sp<const GrBuffer> indexBuffer, int absVertBufferOffset) {
@@ -403,28 +403,42 @@
spec.indexBufferOption() == IndexBufferOption::kIndexedRects);
SkASSERT(indexBuffer);
- int baseIndex, numIndicesToDraw;
- int minVertex, maxVertex;
+ int maxNumQuads, numIndicesPerQuad, numVertsPerQuad;
if (spec.indexBufferOption() == IndexBufferOption::kPictureFramed) {
- SkASSERT(runningQuadCount + quadsInDraw <= GrResourceProvider::MaxNumAAQuads());
// AA uses 8 vertices and 30 indices per quad, basically nested rectangles
- baseIndex = runningQuadCount * GrResourceProvider::NumIndicesPerAAQuad();
- numIndicesToDraw = quadsInDraw * GrResourceProvider::NumIndicesPerAAQuad();
- minVertex = runningQuadCount * GrResourceProvider::NumVertsPerAAQuad();
- maxVertex = (runningQuadCount + quadsInDraw) * GrResourceProvider::NumVertsPerAAQuad();
+ maxNumQuads = GrResourceProvider::MaxNumAAQuads();
+ numIndicesPerQuad = GrResourceProvider::NumIndicesPerAAQuad();
+ numVertsPerQuad = GrResourceProvider::NumVertsPerAAQuad();
} else {
- SkASSERT(runningQuadCount + quadsInDraw <= GrResourceProvider::MaxNumNonAAQuads());
// Non-AA uses 4 vertices and 6 indices per quad
- baseIndex = runningQuadCount * GrResourceProvider::NumIndicesPerNonAAQuad();
- numIndicesToDraw = quadsInDraw * GrResourceProvider::NumIndicesPerNonAAQuad();
- minVertex = runningQuadCount * GrResourceProvider::NumVertsPerNonAAQuad();
- maxVertex = (runningQuadCount + quadsInDraw) * GrResourceProvider::NumVertsPerNonAAQuad();
+ maxNumQuads = GrResourceProvider::MaxNumNonAAQuads();
+ numIndicesPerQuad = GrResourceProvider::NumIndicesPerNonAAQuad();
+ numVertsPerQuad = GrResourceProvider::NumVertsPerNonAAQuad();
}
- mesh->setIndexed(std::move(indexBuffer), numIndicesToDraw, baseIndex, minVertex, maxVertex,
- GrPrimitiveRestart::kNo);
- mesh->setVertexData(std::move(vertexBuffer), absVertBufferOffset);
+ SkASSERT(runningQuadCount + quadsInDraw <= maxNumQuads);
+
+ if (caps.avoidLargeIndexBufferDraws()) {
+ // When we need to avoid large index buffer draws we modify the base vertex of the draw
+ // which, in GL, requires rebinding all vertex attrib arrays, so a base index is generally
+ // preferred.
+ int offset = absVertBufferOffset + runningQuadCount * numVertsPerQuad;
+
+ mesh->setIndexedPatterned(std::move(indexBuffer), numIndicesPerQuad,
+ numVertsPerQuad, quadsInDraw, maxNumQuads);
+ mesh->setVertexData(std::move(vertexBuffer), offset);
+ } else {
+ int baseIndex = runningQuadCount * numIndicesPerQuad;
+ int numIndicesToDraw = quadsInDraw * numIndicesPerQuad;
+
+ int minVertex = runningQuadCount * numVertsPerQuad;
+ int maxVertex = (runningQuadCount + quadsInDraw) * numVertsPerQuad;
+
+ mesh->setIndexed(std::move(indexBuffer), numIndicesToDraw,
+ baseIndex, minVertex, maxVertex, GrPrimitiveRestart::kNo);
+ mesh->setVertexData(std::move(vertexBuffer), absVertBufferOffset);
+ }
}
////////////////// VertexSpec Implementation