[Mesa-dev] [PATCH] vbo: fix another GL_LINE_LOOP bug

Charmaine Lee charmainel at vmware.com
Wed Nov 4 11:40:53 PST 2015


I concur with Sinclair and Roland that the vbo code is quite tricky.
I do have a question, so when the line loop spans multiple vertex buffers,
where is 0th vertex stored exactly?  
In vbo_exec_End,  you are changing src = exec->vtx.buffer_map + last_prim->start * exec->vtx.vertex_size;
If the 0th vertex is always copied to the beginning of the buffer, why do you need this change?
If it was not copied to the beginning of the buffer, couldn't it be overwritten by the subsequent vertices?

-Charmaine


________________________________________
From: mesa-dev <mesa-dev-bounces at lists.freedesktop.org> on behalf of Brian Paul <brianp at vmware.com>
Sent: Saturday, October 31, 2015 6:38 AM
To: mesa-dev at lists.freedesktop.org
Subject: [Mesa-dev] [PATCH] vbo: fix another GL_LINE_LOOP bug

Very long line loops which spanned 3 or more vertex buffers were not
handled correctly and could result in stray lines.

The piglit lineloop test draws 10000 vertices by default, and is not
long enough to trigger this.  Even 'lineloop -count 100000' doesn't
trigger the bug.

For future reference, the issue can be reproduced by changing Mesa's
VBO_VERT_BUFFER_SIZE to 4096 and changing the piglit lineloop test to
use glVertex2f(), draw 3 loops instead of 1, and specifying -count
1023.
---
 src/mesa/vbo/vbo_exec_api.c  | 11 +++++++++--
 src/mesa/vbo/vbo_exec_draw.c |  1 +
 2 files changed, 10 insertions(+), 2 deletions(-)

diff --git a/src/mesa/vbo/vbo_exec_api.c b/src/mesa/vbo/vbo_exec_api.c
index a614b26..7534599 100644
--- a/src/mesa/vbo/vbo_exec_api.c
+++ b/src/mesa/vbo/vbo_exec_api.c
@@ -114,6 +114,7 @@ static void vbo_exec_wrap_buffers( struct vbo_exec_context *exec )
       if (_mesa_inside_begin_end(exec->ctx)) {
         exec->vtx.prim[0].mode = exec->ctx->Driver.CurrentExecPrimitive;
         exec->vtx.prim[0].begin = 0;
+         exec->vtx.prim[0].end = 0;
         exec->vtx.prim[0].start = 0;
         exec->vtx.prim[0].count = 0;
         exec->vtx.prim_count++;
@@ -846,17 +847,23 @@ static void GLAPIENTRY vbo_exec_End( void )
          /* We're finishing drawing a line loop.  Append 0th vertex onto
           * end of vertex buffer so we can draw it as a line strip.
           */
-         const fi_type *src = exec->vtx.buffer_map;
+         const fi_type *src = exec->vtx.buffer_map +
+            last_prim->start * exec->vtx.vertex_size;
          fi_type *dst = exec->vtx.buffer_map +
             exec->vtx.vert_count * exec->vtx.vertex_size;

          /* copy 0th vertex to end of buffer */
          memcpy(dst, src, exec->vtx.vertex_size * sizeof(fi_type));

-         assert(last_prim->start == 0);
          last_prim->start++;  /* skip vertex0 */
          /* note that last_prim->count stays unchanged */
          last_prim->mode = GL_LINE_STRIP;
+
+         /* Increment the vertex count so the next primitive doesn't
+          * overwrite the last vertex which we just added.
+          */
+         exec->vtx.vert_count++;
+         exec->vtx.buffer_ptr += exec->vtx.vertex_size;
       }

       try_vbo_merge(exec);
diff --git a/src/mesa/vbo/vbo_exec_draw.c b/src/mesa/vbo/vbo_exec_draw.c
index ed5d9e9..0d42618 100644
--- a/src/mesa/vbo/vbo_exec_draw.c
+++ b/src/mesa/vbo/vbo_exec_draw.c
@@ -117,6 +117,7 @@ vbo_copy_vertices( struct vbo_exec_context *exec )
           * subtract one from last_prim->start) so that we copy the 0th vertex
           * to the next vertex buffer.
           */
+         assert(last_prim->start > 0);
          src -= sz;
       }
       /* fall-through */
--
1.9.1

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