const struct gl_vertex_array_object *vao = ctx->Array._DrawVAO;
const GLbitfield inputs_read = vp_variant->vert_attrib_mask;
const ubyte *input_to_index = vp->input_to_index;
- bool uses_user_vertex_buffers = false;
/* Process attribute array data. */
GLbitfield mask = inputs_read & _mesa_draw_array_bits(ctx);
+ GLbitfield userbuf_attribs = inputs_read & _mesa_draw_user_array_bits(ctx);
+
+ *has_user_vertex_buffers = userbuf_attribs != 0;
+
while (mask) {
/* The attribute index to start pulling a binding */
const gl_vert_attrib i = ffs(mask) - 1;
vbuffer[bufidx].is_user_buffer = true;
vbuffer[bufidx].buffer_offset = 0;
- uses_user_vertex_buffers = true;
if (!binding->InstanceDivisor)
st->draw_needs_minmax_index = true;
}
input_to_index[attr]);
}
}
- *has_user_vertex_buffers = uses_user_vertex_buffers;
}
/* ALWAYS_INLINE helps the compiler realize that most of the parameters are