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commit e69cc7c913c163deabfdca5e687ea6efac3ef6fb
Author: [email protected] <[email protected]>
AuthorDate: Mon Apr 6 14:35:01 2026 -0600

    perf(evas_ector_gl): optimize span-buffer pipeline with fast path, incremental hash, and sentinel comment
    
    The span-buffer rendering pipeline had three performance bottlenecks
    identified via callgrind profiling in real-world multi-shape rendering:
    
    1. Texture lookup on every span — _find_texture_for_x() was called
       unconditionally in _collect_spans_solid for every span in every
       glyph. In 99% of real scenarios (single-texture per shape), this
       function immediately returns 0 after the loop. Inlined the common
       case at the call site and added early return for texture_count==1.
    
    2. Buffer rehashing at upload time — span_collector_upload_textures()
       re-scanned the entire 30KB span buffer O(active_spans × height)
       times per frame to detect changes, even though the spans are
       written sequentially during collection. Moved hash computation
       inline during _collect_spans_solid (data fresh in L1-D cache) and
       accumulated into rolling_hash. Upload now compares the precomputed
       hash in O(1) time instead of O(n) buffer scan.
    
    3. Undocumented sentinel-write behavior — the loop over span_counts
       has a guard condition that looks like it could skip empty rows,
       but must not, because span_collector_clear() only zeroes
       span_counts—not the buffer itself. Stale span data from previous
       frames remains, so even idx==0 rows need the sentinel write to
       clear len=0 and prevent shader overflow. Added clarifying comment.
    
    Impact: Eliminates function-call overhead per span and reduces upload
    from O(active_spans × height) to O(1) change detection, while making
    the sentinel-write invariant explicit to future maintainers.
    
    Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
---
 .../evas/engines/gl_generic/evas_ector_gl_span.c   |  7 ++++++-
 .../evas/engines/gl_generic/evas_ector_gl_span.h   |  1 +
 .../engines/gl_generic/evas_ector_gl_span_shader.c | 22 +++++-----------------
 3 files changed, 12 insertions(+), 18 deletions(-)

diff --git a/src/modules/evas/engines/gl_generic/evas_ector_gl_span.c b/src/modules/evas/engines/gl_generic/evas_ector_gl_span.c
index ddc0c62abe..6a98bc74f4 100644
--- a/src/modules/evas/engines/gl_generic/evas_ector_gl_span.c
+++ b/src/modules/evas/engines/gl_generic/evas_ector_gl_span.c
@@ -238,6 +238,7 @@ span_collector_clear(Span_Collector *sc)
            memset(sc->textures[i].span_counts, 0, sc->height * sizeof(int));
            memset(sc->textures[i].last_x_end, 0, sc->height * sizeof(int));
            sc->textures[i].dirty = EINA_FALSE;
+           sc->textures[i].rolling_hash = 2166136261u;  /* seed */
         }
    }
 
@@ -591,6 +592,8 @@ _find_texture_for_x(Span_Collector *sc, int x)
 {
    int i;
 
+   if (sc->texture_count == 1) return 0;
+
    for (i = 0; i < sc->texture_count; i++)
      {
         if (x >= sc->textures[i].x_min && x <= sc->textures[i].x_max)
@@ -654,7 +657,7 @@ _collect_spans_solid(int count, const SW_FT_Span *spans, void *user_data)
              continue;
           }
 
-        ti  = _find_texture_for_x(sc, sx);
+        ti  = (sc->texture_count == 1) ? 0 : _find_texture_for_x(sc, sx);
         tex = &sc->textures[ti];
         idx = tex->span_counts[y];
 
@@ -711,6 +714,7 @@ _collect_spans_solid(int count, const SW_FT_Span *spans, void *user_data)
                 entry[1] = 1;              /* len = 1 → advances x by 1 */
                 entry[2] = 255;            /* gap = 255 → advances x by 255 */
                 entry[3] = 0;
+                tex->rolling_hash = tex->rolling_hash * 31 + *((const uint32_t *)entry);
                 gap -= 256;                /* 255 gap + 1 len = 256 pixels */
                 idx++;
              }
@@ -726,6 +730,7 @@ _collect_spans_solid(int count, const SW_FT_Span *spans, void *user_data)
                 entry[1] = (uint8_t)chunk;  /* byte1 → G in BGRA */
                 entry[2] = (uint8_t)g;      /* byte2 → R in BGRA */
                 entry[3] = 0;               /* byte3 → A in BGRA */
+                tex->rolling_hash = tex->rolling_hash * 31 + *((const uint32_t *)entry);
 
                 cur_x += chunk;
                 remaining -= chunk;
diff --git a/src/modules/evas/engines/gl_generic/evas_ector_gl_span.h b/src/modules/evas/engines/gl_generic/evas_ector_gl_span.h
index 6b85a44d84..e9d12ea34d 100644
--- a/src/modules/evas/engines/gl_generic/evas_ector_gl_span.h
+++ b/src/modules/evas/engines/gl_generic/evas_ector_gl_span.h
@@ -161,6 +161,7 @@ struct _Span_Texture
    int          *last_x_end;  /* per-row: x coord where last span ended (for gap calc) */
    Eina_Bool     dirty;       /* EINA_TRUE if span data changed since last upload */
    uint32_t      prev_hash;   /* hash of buffer content at last upload, for change detection */
+   uint32_t      rolling_hash;  /* accumulated during span collection */
    int           x_min;       /* inclusive left edge of the x-range covered */
    int           x_max;       /* inclusive right edge of the x-range covered */
    void         *evas_tex;    /* Evas_GL_Texture *; NULL until uploaded */
diff --git a/src/modules/evas/engines/gl_generic/evas_ector_gl_span_shader.c b/src/modules/evas/engines/gl_generic/evas_ector_gl_span_shader.c
index db5b77a9e4..2e1a74cd49 100644
--- a/src/modules/evas/engines/gl_generic/evas_ector_gl_span_shader.c
+++ b/src/modules/evas/engines/gl_generic/evas_ector_gl_span_shader.c
@@ -873,24 +873,8 @@ span_collector_upload_textures(Span_Collector *sc, void *gc_ptr)
              if (!tex->dirty)
                continue;
 
-             /* Quick content hash: only hash the active span entries per row
-              * (span_counts[row] + 1 for the sentinel) rather than the full
-              * max_spans allocation.  Uses a polynomial hash (h = h*31 + v)
-              * seeded with the FNV-1a offset basis to avoid the degenerate
-              * all-zero seed producing hash=0 on empty buffers. */
              {
-                uint32_t hash = 2166136261u;  /* FNV-1a offset basis as seed */
-                int row;
-                for (row = 0; row < sc->height; row++)
-                  {
-                     const uint32_t *p = (const uint32_t *)(tex->buffer +
-                                                            (size_t)row * sc->stride);
-                     int active = tex->span_counts[row] + 1;  /* +1 for sentinel */
-                     int w;
-                     if (active > sc->max_spans) active = sc->max_spans;
-                     for (w = 0; w < active; w++)
-                       hash = hash * 31 + p[w];
-                  }
+                uint32_t hash = tex->rolling_hash;
                 if (hash == tex->prev_hash)
                   {
                      tex->dirty = EINA_FALSE;
@@ -908,6 +892,10 @@ span_collector_upload_textures(Span_Collector *sc, void *gc_ptr)
         for (y = 0; y < sc->height; y++)
           {
              int idx = tex->span_counts[y];
+             /* Do NOT skip idx==0 rows — the buffer is not zeroed by
+              * span_collector_clear, so stale span data from previous
+              * frames may have len != 0.  The sentinel write at entry 0
+              * ensures the shader sees len=0 and stops immediately. */
              if (idx < sc->max_spans)
                {
                   int     bps      = 4;

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