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On Wed, Apr 26, 2017 at 11:35 AM, Marek Olšák <[email protected]> wrote: > From: Marek Olšák <[email protected]> > > 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 [email protected] https://lists.freedesktop.org/mailman/listinfo/mesa-dev
