nir: rename nir_var_function to nir_var_function_temp
[mesa.git] / src / gallium / drivers / vc4 / vc4_draw.c
index fe9612c38e4e32c3aebef6737e2ea609aec7d364..06785516cae2367f5a99e4f46020fd2c08fbd5f8 100644 (file)
@@ -222,6 +222,8 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4,
                         attr.coordinate_shader_vpm_offset = 0;
                         attr.vertex_shader_vpm_offset = 0;
                 }
+
+                vc4_bo_unreference(&bo);
         }
 
         cl_emit(&job->bcl, GL_SHADER_STATE, shader_state) {
@@ -286,6 +288,7 @@ static void
 vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
 {
         struct vc4_context *vc4 = vc4_context(pctx);
+        struct pipe_draw_info local_info;
 
        if (!info->count_from_stream_output && !info->indirect &&
            !info->primitive_restart &&
@@ -293,11 +296,19 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
                return;
 
         if (info->mode >= PIPE_PRIM_QUADS) {
-                util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base);
-                util_primconvert_draw_vbo(vc4->primconvert, info);
-                perf_debug("Fallback conversion for %d %s vertices\n",
-                           info->count, u_prim_name(info->mode));
-                return;
+                if (info->mode == PIPE_PRIM_QUADS &&
+                    info->count == 4 &&
+                    !vc4->rasterizer->base.flatshade) {
+                        local_info = *info;
+                        local_info.mode = PIPE_PRIM_TRIANGLE_FAN;
+                        info = &local_info;
+                } else {
+                        util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base);
+                        util_primconvert_draw_vbo(vc4->primconvert, info);
+                        perf_debug("Fallback conversion for %d %s vertices\n",
+                                   info->count, u_prim_name(info->mode));
+                        return;
+                }
         }
 
         /* Before setting up the draw, do any fixup blits necessary. */