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authorKeith Whitwell <keithw@vmware.com>2009-04-16 12:19:19 +0100
committerKeith Whitwell <keithw@vmware.com>2009-04-16 12:19:19 +0100
commit8b2ebd15310cbd5d905b08761b5e950f8e2580e5 (patch)
tree9b0775ff18df77fa3730d45156bef73c90c39d7a
parente80d1e367a25af406c7f2327646c0aa699962fe8 (diff)
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.
-rw-r--r--src/mesa/vbo/vbo_save.h7
-rw-r--r--src/mesa/vbo/vbo_save_api.c25
-rw-r--r--src/mesa/vbo/vbo_save_draw.c31
3 files changed, 53 insertions, 10 deletions
diff --git a/src/mesa/vbo/vbo_save.h b/src/mesa/vbo/vbo_save.h
index 9558f83883..86bbd24f7b 100644
--- a/src/mesa/vbo/vbo_save.h
+++ b/src/mesa/vbo/vbo_save.h
@@ -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 */
diff --git a/src/mesa/vbo/vbo_save_api.c b/src/mesa/vbo/vbo_save_api.c
index 52b6f1884e..868226075a 100644
--- a/src/mesa/vbo/vbo_save_api.c
+++ b/src/mesa/vbo/vbo_save_api.c
@@ -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);
diff --git a/src/mesa/vbo/vbo_save_draw.c b/src/mesa/vbo/vbo_save_draw.c
index f59e1036d0..5110648c28 100644
--- a/src/mesa/vbo/vbo_save_draw.c
+++ b/src/mesa/vbo/vbo_save_draw.c
@@ -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;
+
+ if (node->count)
+ offset = (node->buffer_offset +
+ (node->count-1) * node->vertex_size * sizeof(GLfloat));
+ else
+ offset = node->buffer_offset;
- data += node->attrsz[0]; /* skip vertex position */
+ 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]) {