*
* We basically convert the VBO's vertex attribute/array information into
* Gallium vertex state, bind the vertex buffer objects and call
- * pipe->draw_elements(), pipe->draw_range_elements() or pipe->draw_arrays().
+ * pipe->draw_vbo().
*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
}
+/**
+ * This is very similar to vbo_all_varyings_in_vbos() but we test
+ * the stride. See bug 38626.
+ */
+static GLboolean
+all_varyings_in_vbos(const struct gl_client_array *arrays[])
+{
+ GLuint i;
+
+ for (i = 0; i < VERT_ATTRIB_MAX; i++)
+ if (arrays[i]->StrideB && !_mesa_is_bufferobj(arrays[i]->BufferObj))
+ return GL_FALSE;
+
+ return GL_TRUE;
+}
+
/**
* Examine the active arrays to determine if we have interleaved
}
}
+
/**
* Prior to drawing, check that any uniforms referenced by the
* current shader have been set. If a uniform has not been set,
assert(GL_TRIANGLE_STRIP_ADJACENCY == PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY);
/* Avoid quadstrips if it's easy to do so:
- * Note: it's imporant to do the correct trimming if we change the prim type!
- * We do that wherever this function is called.
+ * Note: it's important to do the correct trimming if we change the
+ * prim type! We do that wherever this function is called.
*/
if (prim == GL_QUAD_STRIP &&
ctx->Light.ShadeModel != GL_FLAT &&
if (ib) {
/* Gallium probably doesn't want this in some cases. */
if (!index_bounds_valid)
- if (!vbo_all_varyings_in_vbos(arrays))
+ if (!all_varyings_in_vbos(arrays))
vbo_get_minmax_index(ctx, prims, ib, &min_index, &max_index);
for (i = 0; i < nr_prims; i++) {
}
}
- info.primitive_restart = st->ctx->Array.PrimitiveRestart;
- info.restart_index = st->ctx->Array.RestartIndex;
+ info.primitive_restart = ctx->Array.PrimitiveRestart;
+ info.restart_index = ctx->Array.RestartIndex;
/* do actual drawing */
for (i = 0; i < nr_prims; i++) {