mesa: fast-track glColor and similar calls when not immediate mode rendering

Often these are mixed in with draw arrays calls, etc.  Try not to get
the whole immediate rendering state machine going when we receive one
of these on their own.
This commit is contained in:
Keith Whitwell 2008-03-10 19:44:54 +00:00
parent 7375369fb3
commit d08cd68d3f
1 changed files with 9 additions and 2 deletions

View File

@ -309,16 +309,23 @@ static void vbo_exec_fixup_vertex( GLcontext *ctx,
GLuint attr, GLuint sz )
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
static const GLfloat id[4] = { 0, 0, 0, 1 };
int i;
if (sz > exec->vtx.attrsz[attr]) {
if (exec->vtx.prim_count == 0) {
GLfloat *current = (GLfloat *)vbo_context(ctx)->currval[attr].Ptr;
exec->vtx.attrptr[attr] = current;
memcpy(current, id, sizeof(id));
ctx->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT;
return;
}
else if (sz > exec->vtx.attrsz[attr]) {
/* New size is larger. Need to flush existing vertices and get
* an enlarged vertex format.
*/
vbo_exec_wrap_upgrade_vertex( exec, attr, sz );
}
else if (sz < exec->vtx.active_sz[attr]) {
static const GLfloat id[4] = { 0, 0, 0, 1 };
/* New size is smaller - just need to fill in some
* zeros. Don't need to flush or wrap.