f6d4e20d10
Whenever we got a glColor, glNormal, glTexCoord, etc. call outside a glBegin/End pair, we'd immediately map a vertex buffer to begin accumulating vertex data. In some cases, such as with display lists, this led to excessive vertex buffer mapping. For example, if we have a display list such as: glNewList(42, GL_COMPILE); glBegin(prim); glVertex2f(); ... glVertex2f(); glEnd(); glEndList(); Then did: glColor3f(); glCallList(42); We'd map a vertex buffer as soon as we saw glColor3f but we'd never actually write anything to it. Note that the vertex position data was put into a vertex buffer during display list compilation. With this change, we delay mapping the vertex buffer until we actually have a vertex to write to it (triggered by a glVertex() call). In the above case, we no longer map a vertex buffer when setting the color and calling the list. For drivers such as VMware's, reducing buffer mappings gives improved performance. Reviewed-by: Marek Olšák <marek.olsak@amd.com>