[Mesa-dev] [PATCH 1/2] vbo: set min_index = 0 so gallium can use the value directly
Marek Olšák
maraeo at gmail.com
Wed Apr 26 09:35:37 UTC 2017
From: Marek Olšák <marek.olsak at amd.com>
We could also remove index_bounds_valid and use max_index != ~0 instead.
Opinions on that are welcome.
---
src/mesa/vbo/vbo_context.c | 2 +-
src/mesa/vbo/vbo_exec_array.c | 6 +++---
2 files changed, 4 insertions(+), 4 deletions(-)
diff --git a/src/mesa/vbo/vbo_context.c b/src/mesa/vbo/vbo_context.c
index 7022fe9..384e405 100644
--- a/src/mesa/vbo/vbo_context.c
+++ b/src/mesa/vbo/vbo_context.c
@@ -161,21 +161,21 @@ vbo_draw_indirect_prims(struct gl_context *ctx,
prim[draw_count - 1].end = 1;
for (i = 0; i < draw_count; ++i, indirect_offset += stride) {
prim[i].mode = mode;
prim[i].indexed = !!ib;
prim[i].indirect_offset = indirect_offset;
prim[i].is_indirect = 1;
prim[i].draw_id = i;
}
vbo->draw_prims(ctx, prim, draw_count,
- ib, false, ~0, ~0,
+ ib, false, 0, ~0,
NULL, 0,
ctx->DrawIndirectBuffer);
free(prim);
}
GLboolean _vbo_CreateContext( struct gl_context *ctx )
{
struct vbo_context *vbo = CALLOC_STRUCT(vbo_context);
diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c
index aecfad0..15382ea 100644
--- a/src/mesa/vbo/vbo_exec_array.c
+++ b/src/mesa/vbo/vbo_exec_array.c
@@ -1315,21 +1315,21 @@ vbo_validated_multidrawelements(struct gl_context *ctx, GLenum mode,
prim[i].base_instance = 0;
prim[i].draw_id = i;
prim[i].is_indirect = 0;
if (basevertex != NULL)
prim[i].basevertex = basevertex[i];
else
prim[i].basevertex = 0;
}
vbo->draw_prims(ctx, prim, primcount, &ib,
- false, ~0, ~0, NULL, 0, NULL);
+ false, 0, ~0, NULL, 0, NULL);
}
else {
/* render one prim at a time */
for (i = 0; i < primcount; i++) {
if (count[i] == 0)
continue;
ib.count = count[i];
ib.index_size = vbo_sizeof_ib_type(type);
ib.obj = ctx->Array.VAO->IndexBufferObj;
ib.ptr = indices[i];
@@ -1344,21 +1344,21 @@ vbo_validated_multidrawelements(struct gl_context *ctx, GLenum mode,
prim[0].indexed = 1;
prim[0].num_instances = 1;
prim[0].base_instance = 0;
prim[0].draw_id = i;
prim[0].is_indirect = 0;
if (basevertex != NULL)
prim[0].basevertex = basevertex[i];
else
prim[0].basevertex = 0;
- vbo->draw_prims(ctx, prim, 1, &ib, false, ~0, ~0, NULL, 0, NULL);
+ vbo->draw_prims(ctx, prim, 1, &ib, false, 0, ~0, NULL, 0, NULL);
}
}
free(prim);
if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH) {
_mesa_flush(ctx);
}
}
@@ -1436,21 +1436,21 @@ vbo_draw_transform_feedback(struct gl_context *ctx, GLenum mode,
prim[0].end = 1;
prim[0].mode = mode;
prim[0].num_instances = numInstances;
prim[0].base_instance = 0;
prim[0].is_indirect = 0;
/* Maybe we should do some primitive splitting for primitive restart
* (like in DrawArrays), but we have no way to know how many vertices
* will be rendered. */
- vbo->draw_prims(ctx, prim, 1, NULL, GL_FALSE, ~0, ~0, obj, stream, NULL);
+ vbo->draw_prims(ctx, prim, 1, NULL, GL_FALSE, 0, ~0, obj, stream, NULL);
if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH) {
_mesa_flush(ctx);
}
}
/**
* Like DrawArrays, but take the count from a transform feedback object.
* \param mode GL_POINTS, GL_LINES, GL_TRIANGLE_STRIP, etc.
--
2.7.4
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