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>
void GLAPIENTRY
_mesa_Vertex3dv( const GLdouble *v )
{
- VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
+ if (v[2] == 0.0)
+ VERTEX2( (GLfloat) v[0], (GLfloat) v[1] );
+ else
+ VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
}
void GLAPIENTRY