save->dangling_attr_ref = 0;
}
+/**
+ * For a list of prims, try merging prims that can just be extensions of the
+ * previous prim.
+ */
+static void
+vbo_merge_prims(struct gl_context *ctx,
+ struct _mesa_prim *prim_list,
+ GLuint *prim_count)
+{
+ GLuint i;
+ struct _mesa_prim *prev_prim = prim_list;
+
+ 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 &&
+ this_prim->start == prev_prim->start + prev_prim->count &&
+ this_prim->basevertex == prev_prim->basevertex &&
+ this_prim->num_instances == prev_prim->num_instances &&
+ this_prim->base_instance == prev_prim->base_instance) {
+ /* We've found a prim that just extend the previous one. Tack it
+ * onto the previous one, and let this primitive struct get dropped.
+ */
+ prev_prim->count += this_prim->count;
+ prev_prim->end = this_prim->end;
+ continue;
+ }
+
+ /* If any previous primitives have been dropped, then we need to copy
+ * this later one into the next available slot.
+ */
+ prev_prim++;
+ if (prev_prim != this_prim)
+ *prev_prim = *this_prim;
+ }
+
+ *prim_count = prev_prim - prim_list + 1;
+}
/**
* Insert the active immediate struct onto the display list currently
*/
save->copied.nr = _save_copy_vertices(ctx, node, save->buffer);
+ vbo_merge_prims(ctx, node->prim, &node->prim_count);
+
/* Deal with GL_COMPILE_AND_EXECUTE:
*/
if (ctx->ExecuteFlag) {