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 */
node->vertex_store->refcount++;
node->prim_store->refcount++;
+
+ node->current_size = node->vertex_size - node->attrsz[0];
+ node->current_data = NULL;
+
+ if (node->current_size) {
+ /* If the malloc fails, we just pull the data out of the VBO
+ * later instead.
+ */
+ node->current_data = MALLOC( node->current_size * sizeof(GLfloat) );
+ if (node->current_data) {
+ const char *buffer = (const char *)save->vertex_store->buffer;
+ unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
+ unsigned vertex_offset = 0;
+
+ if (node->count)
+ vertex_offset = (node->count-1) * node->vertex_size * sizeof(GLfloat);
+
+ memcpy( node->current_data,
+ buffer + node->buffer_offset + vertex_offset + attr_offset,
+ node->current_size * sizeof(GLfloat) );
+ }
+ }
+
+
+
assert(node->attrsz[VBO_ATTRIB_POS] != 0 ||
node->count == 0);
const struct vbo_save_vertex_list *node )
{
struct vbo_context *vbo = vbo_context(ctx);
- GLfloat vertex[VBO_ATTRIB_MAX * 4], *data = vertex;
+ GLfloat vertex[VBO_ATTRIB_MAX * 4];
+ GLfloat *data;
GLuint i, offset;
- if (node->count)
- offset = (node->buffer_offset +
- (node->count-1) * node->vertex_size * sizeof(GLfloat));
- else
- offset = node->buffer_offset;
+ if (node->current_size == 0)
+ return;
- ctx->Driver.GetBufferSubData( ctx, 0, offset,
- node->vertex_size * sizeof(GLfloat),
- data, node->vertex_store->bufferobj );
+ if (node->current_data) {
+ data = node->current_data;
+ }
+ else {
+ data = vertex;
+
+ if (node->count)
+ offset = (node->buffer_offset +
+ (node->count-1) * node->vertex_size * sizeof(GLfloat));
+ else
+ offset = node->buffer_offset;
- data += node->attrsz[0]; /* skip vertex position */
+ ctx->Driver.GetBufferSubData( ctx, 0, offset,
+ node->vertex_size * sizeof(GLfloat),
+ data, node->vertex_store->bufferobj );
+
+ data += node->attrsz[0]; /* skip vertex position */
+ }
for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
if (node->attrsz[i]) {