/* This is the main workhorse doing all the rendering work.
*/
void _tnl_draw_prims(struct gl_context *ctx,
+ const struct gl_vertex_array *arrays,
const struct _mesa_prim *prim,
GLuint nr_prims,
const struct _mesa_index_buffer *ib,
struct gl_buffer_object *indirect)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
- const struct gl_vertex_array *arrays = ctx->Array._DrawArrays;
const GLuint TEST_SPLIT = 0;
const GLint max = TEST_SPLIT ? 8 : tnl->vb.Size - MAX_CLIPPED_VERTICES;
GLint max_basevertex = prim->basevertex;
*/
_tnl_bind_inputs(ctx);
- _tnl_draw_prims(ctx, prim, nr_prims, ib, index_bounds_valid,
- min_index, max_index, tfb_vertcount, stream, indirect);
+ _tnl_draw_prims(ctx, ctx->Array._DrawArrays, prim, nr_prims, ib,
+ index_bounds_valid, min_index, max_index,
+ tfb_vertcount, stream, indirect);
}