#ifndef VBO_SAVE_H
#define VBO_SAVE_H
-#include "mtypes.h"
+#include "main/mtypes.h"
#include "vbo.h"
#include "vbo_attrib.h"
GLubyte attrsz[VBO_ATTRIB_MAX];
GLuint vertex_size;
+ /* Copy of the final vertex from node->vertex_store->bufferobj.
+ * Keep this in regular (non-VBO) memory to avoid repeated
+ * map/unmap of the VBO when updating GL current data.
+ */
+ GLfloat *current_data;
+ GLuint current_size;
+
GLuint buffer_offset;
GLuint count;
GLuint wrap_count; /* number of copied vertices at start */
struct vbo_save_vertex_store *vertex_store;
struct vbo_save_primitive_store *prim_store;
- GLfloat *vbptr; /* cursor, points into buffer */
+ GLfloat *buffer_ptr; /* cursor, points into buffer */
GLfloat vertex[VBO_ATTRIB_MAX*4]; /* current values */
GLfloat *attrptr[VBO_ATTRIB_MAX];
GLuint vert_count;
void vbo_save_EndList( GLcontext *ctx );
void vbo_save_NewList( GLcontext *ctx, GLuint list, GLenum mode );
void vbo_save_EndCallList( GLcontext *ctx );
-void vbo_save_BeginCallList( GLcontext *ctx, struct mesa_display_list *list );
+void vbo_save_BeginCallList( GLcontext *ctx, struct gl_display_list *list );
void vbo_save_SaveFlushVertices( GLcontext *ctx );
GLboolean vbo_save_NotifyBegin( GLcontext *ctx, GLenum mode );