From: Marek Olšák <marek.ol...@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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev