mesa: check for z=0 in _mesa_Vertex3dv()
It's very rare that a GL app calls glVertex3dv(), but one in particular calls it lot, always with Z = 0. Check for that condition and convert the call into glVertex2f. This reduces VBO memory used and reduces the number of times we have to switch between float[2] and float[3] vertex formats in the svga driver. This results in a small but measurable performance improvement. Reviewed-by: Charmaine Lee <charmainel@vmware.com>
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@@ -629,7 +629,10 @@ _mesa_Vertex2sv( const GLshort *v )
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void GLAPIENTRY
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_mesa_Vertex3dv( const GLdouble *v )
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{
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VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
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if (v[2] == 0.0)
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VERTEX2( (GLfloat) v[0], (GLfloat) v[1] );
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else
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VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
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}
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void GLAPIENTRY
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