struct pipe_transfer *vb_transfer[PIPE_MAX_ATTRIBS];
struct pipe_transfer *ib_transfer = NULL;
GLuint attr, i;
+ const GLubyte *low_addr = NULL;
const void *mapped_indices = NULL;
assert(draw);
draw_bind_vertex_shader(draw, st->vp_variant->draw_shader);
set_feedback_vertex_format(ctx);
+ /* Find the lowest address of the arrays we're drawing */
+ if (vp->num_inputs) {
+ low_addr = arrays[vp->index_to_input[0]]->Ptr;
+
+ for (attr = 1; attr < vp->num_inputs; attr++) {
+ const GLubyte *start = arrays[vp->index_to_input[attr]]->Ptr;
+ low_addr = MIN2(low_addr, start);
+ }
+ }
+
/* loop over TGSI shader inputs to determine vertex buffer
* and attribute info
*/
vbuffers[attr].buffer = NULL;
pipe_resource_reference(&vbuffers[attr].buffer, stobj->buffer);
- vbuffers[attr].buffer_offset = pointer_to_offset(arrays[0]->Ptr);
- velements[attr].src_offset = arrays[mesaAttr]->Ptr - arrays[0]->Ptr;
+ vbuffers[attr].buffer_offset = pointer_to_offset(low_addr);
+ velements[attr].src_offset = arrays[mesaAttr]->Ptr - low_addr;
}
else {
/* attribute data is in user-space memory, not a VBO */
/* common-case setup */
vbuffers[attr].stride = arrays[mesaAttr]->StrideB; /* in bytes */
- vbuffers[attr].max_index = max_index;
velements[attr].instance_divisor = 0;
velements[attr].vertex_buffer_index = attr;
velements[attr].src_format =