static void
check_uniforms(struct gl_context *ctx)
{
- struct gl_shader_program *shProg[3] = {
- ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX],
- ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY],
- ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT],
- };
+ struct gl_shader_program **shProg = ctx->_Shader->CurrentProgram;
unsigned j;
for (j = 0; j < 3; j++) {
STATIC_ASSERT(GL_QUADS == PIPE_PRIM_QUADS);
STATIC_ASSERT(GL_TRIANGLE_STRIP_ADJACENCY == PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY);
- /* Avoid quadstrips if it's easy to do so:
- * 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 &&
- ctx->Polygon.FrontMode == GL_FILL &&
- ctx->Polygon.BackMode == GL_FILL)
- prim = GL_TRIANGLE_STRIP;
-
return prim;
}
}
}
+ if (indirect) {
+ info.indirect = st_buffer_object(indirect)->buffer;
+
+ /* Primitive restart is not handled by the VBO module in this case. */
+ info.primitive_restart = ctx->Array._PrimitiveRestart;
+ info.restart_index = ctx->Array.RestartIndex;
+ }
+
/* do actual drawing */
for (i = 0; i < nr_prims; i++) {
info.mode = translate_prim(ctx, prims[i].mode);
info.min_index = info.start;
info.max_index = info.start + info.count - 1;
}
+ info.indirect_offset = prims[i].indirect_offset;
if (ST_DEBUG & DEBUG_DRAW) {
debug_printf("st/draw: mode %s start %u count %u indexed %d\n",
info.indexed);
}
- if (info.count_from_stream_output) {
+ if (info.count_from_stream_output || info.indirect) {
cso_draw_vbo(st->cso_context, &info);
}
else if (info.primitive_restart) {