Eric Anholt <[email protected]> writes: > By dropping the unconditional logic op disable at the end of > rendering, this fixes GL errors being thrown in GLES2 contexts (which > don't have logic ops). On desktop, this also means a little less > overhead per draw call from taking one less trip through the > glEnable/glDisable switch statement of doom in Mesa.
Reviewed-by: Keith Packard <[email protected]> Could this be further optimized by not calling glDisable/glEnable in glamor_set_alu when unnecessary? If those are expensive, keeping track of the current value would seem like a good optimization. > diff --git a/hw/kdrive/ephyr/ephyr_glamor_glx.c > b/hw/kdrive/ephyr/ephyr_glamor_glx.c > index 8fe7516..582e3af 100644 > --- a/hw/kdrive/ephyr/ephyr_glamor_glx.c > +++ b/hw/kdrive/ephyr/ephyr_glamor_glx.c > @@ -214,6 +214,8 @@ ephyr_glamor_damage_redisplay(struct ephyr_glamor *glamor, > glBindFramebuffer(GL_FRAMEBUFFER, 0); > glUseProgram(glamor->texture_shader); > glViewport(0, 0, glamor->width, glamor->height); > + if (!ephyr_glamor_gles2) > + glDisable(GL_COLOR_LOGIC_OP); I'd suggest an unconditional call to glamor_set_alu(screen, GXcopy) here; that way any future optimizations to avoid calling glDisable/glEnable would work without having to remember to fix ephyr too. -- -keith
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