mesa: shrink gl_vertex_array

Inspired by Marek's earlier patch, but goes a little further.
Sort fields from largest to smallest.  Use bitfields.

Reduced from 48 bytes to 32.  Also reduces size of gl_vertex_array_object
from 4144 to 3632

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Brian Paul 2018-01-26 14:49:41 -07:00
parent f96a69f916
commit 79cafa0df3
1 changed files with 11 additions and 10 deletions

View File

@ -1497,18 +1497,19 @@ struct gl_pixelstore_attrib
*/
struct gl_vertex_array
{
GLint Size; /**< components per element (1,2,3,4) */
/** if NULL, vertex data are in user memory */
struct gl_buffer_object *BufferObj;
/** Pointer into user memory, or offset into the BufferObj */
const GLubyte *Ptr;
GLsizei StrideB; /**< actual stride in bytes */
GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
GLenum16 Type; /**< datatype: GL_FLOAT, GL_INT, etc */
GLenum16 Format; /**< default: GL_RGBA, but may be GL_BGRA */
GLsizei StrideB; /**< actual stride in bytes */
GLuint _ElementSize; /**< size of each element in bytes */
const GLubyte *Ptr; /**< Points to array data */
GLboolean Normalized; /**< GL_ARB_vertex_program */
GLboolean Integer; /**< Integer-valued? */
GLboolean Doubles; /**< double precision values are not converted to floats */
GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
unsigned Size:4; /**< components per element (1,2,3,4) */
unsigned _ElementSize:8; /**< in bytes, up to 4*sizeof(GLdouble) */
unsigned Normalized:1; /**< GL_ARB_vertex_program */
unsigned Integer:1; /**< Integer-valued? */
unsigned Doubles:1; /**< doubles not converted to floats */
};