emit_vertex( struct vbuf_stage *vbuf,
struct vertex_header *vertex )
{
- if(vertex->vertex_id == UNDEFINED_VERTEX_ID) {
+ if (vertex->vertex_id == UNDEFINED_VERTEX_ID && vbuf->vertex_ptr) {
/* Hmm - vertices are emitted one at a time - better make sure
* set_buffer is efficient. Consider a special one-shot mode for
* translate.
/* Note: we really do want data[0] here, not data[pos]:
*/
vbuf->translate->set_buffer(vbuf->translate, 0, vertex->data[0], 0, ~0);
- vbuf->translate->run(vbuf->translate, 0, 1, 0, vbuf->vertex_ptr);
+ vbuf->translate->run(vbuf->translate, 0, 1, 0, 0, vbuf->vertex_ptr);
if (0) draw_dump_emitted_vertex(vbuf->vinfo, (uint8_t *)vbuf->vertex_ptr);
}
hw_key.nr_elements = vbuf->vinfo->num_attribs;
- hw_key.output_stride = vbuf->vinfo->size * 4;
+ hw_key.output_stride = vbuf->vertex_size;
/* Don't bother with caching at this stage:
*/
static void
vbuf_alloc_vertices( struct vbuf_stage *vbuf )
{
- assert(!vbuf->nr_indices);
- assert(!vbuf->vertices);
+ if (vbuf->vertex_ptr) {
+ assert(!vbuf->nr_indices);
+ assert(!vbuf->vertices);
+ }
/* Allocate a new vertex buffer */
vbuf->max_vertices = vbuf->render->max_vertex_buffer_bytes / vbuf->vertex_size;