On Sat, Feb 4, 2012 at 12:40 PM, Kenneth Graunke <kenn...@whitecape.org> wrote:
> I'm leaning toward dropping this code that clamps "end" altogether. It's
> awfully dodgy already, and trying to correctly compensate for basevertex is
> pretty much destroying any faith I had left in it working properly.
>
> After all, glDrawRangeElementsBaseVertex is just an optimized version of
> glDrawElementsBaseVertex, so it should be totally safe to just drop the
> range entirely.  Considering that we've already proven the range is insane,
> that seems like the safest option.  Plus...optimizing broken calls?  Really?

I agree.

I don't think it's useful to do any kind of memory checking in Mesa,
especially for hardware drivers. It's the kernel driver's job to
prevent out-of-bounds memory accesses for commands executed on the
GPU.

Marek
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