vbo: bind arrays only when necessary

We don't need to call bind_arrays in the vbo module if the states
which the function depends on are not dirty.
This commit is contained in:
Marek Olšák 2011-02-12 03:57:19 +01:00
parent 5a01361cea
commit cfaf217135
3 changed files with 8 additions and 0 deletions

View File

@ -1643,6 +1643,7 @@ struct gl_array_attrib
GLuint RestartIndex;
GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
/* GL_ARB_vertex_buffer_object */
struct gl_buffer_object *ArrayBufferObj;

View File

@ -662,6 +662,8 @@ _mesa_update_state_locked( struct gl_context *ctx )
ctx->NewState = 0;
ctx->Driver.UpdateState(ctx, new_state);
ctx->Array.NewState = 0;
if (!ctx->Array.RebindArrays)
ctx->Array.RebindArrays = (new_state & (_NEW_ARRAY | _NEW_PROGRAM)) != 0;
}

View File

@ -502,8 +502,13 @@ recalculate_input_bindings(struct gl_context *ctx)
static void
bind_arrays(struct gl_context *ctx)
{
if (!ctx->Array.RebindArrays) {
return;
}
bind_array_obj(ctx);
recalculate_input_bindings(ctx);
ctx->Array.RebindArrays = GL_FALSE;
}