vbo: cache last dlist vertex in malloced memory

Avoids repeated mapping of the VBO buffer on display list replay.  We
need access to the final vertex in order to update the GL current attrib
values.
This commit is contained in:
Keith Whitwell
2009-04-16 12:19:19 +01:00
parent e80d1e367a
commit 8b2ebd1531
3 changed files with 53 additions and 10 deletions
+7
View File
@@ -64,6 +64,13 @@ struct vbo_save_vertex_list {
GLubyte attrsz[VBO_ATTRIB_MAX];
GLuint vertex_size;
/* Copy of the final vertex from node->vertex_store->bufferobj.
* Keep this in regular (non-VBO) memory to avoid repeated
* map/unmap of the VBO when updating GL current data.
*/
GLfloat *current_data;
GLuint current_size;
GLuint buffer_offset;
GLuint count;
GLuint wrap_count; /* number of copied vertices at start */
+25
View File
@@ -289,6 +289,31 @@ static void _save_compile_vertex_list( GLcontext *ctx )
node->vertex_store->refcount++;
node->prim_store->refcount++;
node->current_size = node->vertex_size - node->attrsz[0];
node->current_data = NULL;
if (node->current_size) {
/* If the malloc fails, we just pull the data out of the VBO
* later instead.
*/
node->current_data = MALLOC( node->current_size * sizeof(GLfloat) );
if (node->current_data) {
const char *buffer = (const char *)save->vertex_store->buffer;
unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
unsigned vertex_offset = 0;
if (node->count)
vertex_offset = (node->count-1) * node->vertex_size * sizeof(GLfloat);
memcpy( node->current_data,
buffer + node->buffer_offset + vertex_offset + attr_offset,
node->current_size * sizeof(GLfloat) );
}
}
assert(node->attrsz[VBO_ATTRIB_POS] != 0 ||
node->count == 0);
+21 -10
View File
@@ -46,20 +46,31 @@ static void _playback_copy_to_current( GLcontext *ctx,
const struct vbo_save_vertex_list *node )
{
struct vbo_context *vbo = vbo_context(ctx);
GLfloat vertex[VBO_ATTRIB_MAX * 4], *data = vertex;
GLfloat vertex[VBO_ATTRIB_MAX * 4];
GLfloat *data;
GLuint i, offset;
if (node->count)
offset = (node->buffer_offset +
(node->count-1) * node->vertex_size * sizeof(GLfloat));
else
offset = node->buffer_offset;
if (node->current_size == 0)
return;
ctx->Driver.GetBufferSubData( ctx, 0, offset,
node->vertex_size * sizeof(GLfloat),
data, node->vertex_store->bufferobj );
if (node->current_data) {
data = node->current_data;
}
else {
data = vertex;
data += node->attrsz[0]; /* skip vertex position */
if (node->count)
offset = (node->buffer_offset +
(node->count-1) * node->vertex_size * sizeof(GLfloat));
else
offset = node->buffer_offset;
ctx->Driver.GetBufferSubData( ctx, 0, offset,
node->vertex_size * sizeof(GLfloat),
data, node->vertex_store->bufferobj );
data += node->attrsz[0]; /* skip vertex position */
}
for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
if (node->attrsz[i]) {