[Mesa-dev] [PATCH 2/2] vbo: implement primitive merging for glBegin/End sequences
Brian Paul
brianp at vmware.com
Fri May 3 16:03:01 PDT 2013
On 05/03/2013 03:52 PM, Eric Anholt wrote:
> Brian Paul<brianp at vmware.com> writes:
>> diff --git a/src/mesa/vbo/vbo_save_api.c b/src/mesa/vbo/vbo_save_api.c
>> index b8dd90c..9ce3c6e 100644
>> --- a/src/mesa/vbo/vbo_save_api.c
>> +++ b/src/mesa/vbo/vbo_save_api.c
>> @@ -305,9 +305,9 @@ _save_reset_counters(struct gl_context *ctx)
>> * previous prim.
>> */
>> static void
>> -vbo_merge_prims(struct gl_context *ctx,
>> - struct _mesa_prim *prim_list,
>> - GLuint *prim_count)
>> +merge_prims(struct gl_context *ctx,
>> + struct _mesa_prim *prim_list,
>> + GLuint *prim_count)
>> {
>> GLuint i;
>> struct _mesa_prim *prev_prim = prim_list;
>> @@ -315,10 +315,9 @@ vbo_merge_prims(struct gl_context *ctx,
>> for (i = 1; i< *prim_count; i++) {
>> struct _mesa_prim *this_prim = prim_list + i;
>>
>> - if (this_prim->mode == prev_prim->mode&&
>> - this_prim->mode == GL_QUADS&&
>> - this_prim->count % 4 == 0&&
>> - prev_prim->count % 4 == 0&&
>> + vbo_try_prim_conversion(this_prim);
>> +
>> + if (vbo_can_merge_prims(prev_prim, this_prim)&&
>> this_prim->start == prev_prim->start + prev_prim->count&&
>> this_prim->basevertex == prev_prim->basevertex&&
>> this_prim->num_instances == prev_prim->num_instances&&
>
> These other checks look like they should be in vbo_can_merge_prims.
Will do.
> Other than that,
>
> Reviewed-by: Eric Anholt<eric at anholt.net>
Thanks.
-Brian
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