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authorEric Anholt <[email protected]>2009-08-11 12:31:01 -0700
committerEric Anholt <[email protected]>2009-08-12 11:28:34 -0700
commit2708ddfb06a36d8568e2aa130bf1f7d551fcd309 (patch)
treef70549bf497750fc2f865d846069d504852bc014 /src/mesa/vbo/vbo_save_draw.c
parentef3ad412c746203727324edbd4cbe04079332d7c (diff)
vbo: Avoid extra validation of DrawElements.
This saves mapping the index buffer to get a bounds on the indices that drivers just drop on the floor in the VBO case (cache win), saves a bonus walk of the indices in the CheckArrayBounds case, and other miscellaneous validation. On intel it's a particularly a large win (50-100% in my app) because even though we let the indices stay in both CPU and GPU caches, we still end up waiting for the GPU to be done with the buffer before reading from it. Drivers that want the min/max_index fields must now check index_bounds_valid and use vbo_get_minmax_index before using them.
Diffstat (limited to 'src/mesa/vbo/vbo_save_draw.c')
-rw-r--r--src/mesa/vbo/vbo_save_draw.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/mesa/vbo/vbo_save_draw.c b/src/mesa/vbo/vbo_save_draw.c
index 5110648c282..d834fa1f2e7 100644
--- a/src/mesa/vbo/vbo_save_draw.c
+++ b/src/mesa/vbo/vbo_save_draw.c
@@ -279,6 +279,7 @@ void vbo_save_playback_vertex_list( GLcontext *ctx, void *data )
node->prim,
node->prim_count,
NULL,
+ GL_TRUE,
0, /* Node is a VBO, so this is ok */
node->count - 1);
}