}
}
-
-/**
- * Handle a draw case that potentially has primitive restart enabled.
- *
- * If primitive restart is enabled, and PrimitiveRestartInSoftware is
- * set, then vbo_sw_primitive_restart is used to handle the primitive
- * restart case in software.
- */
-static void
-vbo_handle_primitive_restart(struct gl_context *ctx,
- const struct _mesa_prim *prim,
- GLuint nr_prims,
- const struct _mesa_index_buffer *ib,
- GLboolean index_bounds_valid,
- GLuint min_index,
- GLuint max_index)
-{
- struct vbo_context *vbo = vbo_context(ctx);
-
- if (ctx->Const.PrimitiveRestartInSoftware &&
- ctx->Array._PrimitiveRestart &&
- (ib != NULL)) {
- /* Handle primitive restart in software */
- vbo_sw_primitive_restart(ctx, prim, nr_prims, ib, NULL);
- } else {
- /* Call driver directly for draw_prims */
- vbo->draw_prims(ctx, prim, nr_prims, ib,
- index_bounds_valid, min_index, max_index, NULL, NULL);
- }
-}
-
-
/**
* Helper function called by the other DrawArrays() functions below.
* This is where we handle primitive restart for drawing non-indexed
*/
check_buffers_are_unmapped(exec->array.inputs);
- vbo_handle_primitive_restart(ctx, prim, 1, &ib,
- index_bounds_valid, start, end);
+ vbo->draw_prims(ctx, prim, 1, &ib,
+ index_bounds_valid, start, end, NULL, NULL);
if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH) {
_mesa_flush(ctx);
}
check_buffers_are_unmapped(exec->array.inputs);
- vbo_handle_primitive_restart(ctx, prim, primcount, &ib,
- GL_FALSE, ~0, ~0);
+ vbo->draw_prims(ctx, prim, primcount, &ib,
+ false, ~0, ~0, NULL, NULL);
} else {
/* render one prim at a time */
for (i = 0; i < primcount; i++) {
prim[0].basevertex = 0;
check_buffers_are_unmapped(exec->array.inputs);
- vbo_handle_primitive_restart(ctx, prim, 1, &ib,
- GL_FALSE, ~0, ~0);
+ vbo->draw_prims(ctx, prim, 1, &ib,
+ false, ~0, ~0, NULL, NULL);
}
}
if (ctx->Driver.GetTransformFeedbackVertexCount &&
(ctx->Const.AlwaysUseGetTransformFeedbackVertexCount ||
- (ctx->Const.PrimitiveRestartInSoftware &&
- ctx->Array._PrimitiveRestart) ||
!vbo_all_varyings_in_vbos(exec->array.inputs))) {
GLsizei n = ctx->Driver.GetTransformFeedbackVertexCount(ctx, obj, stream);
vbo_draw_arrays(ctx, mode, 0, n, numInstances, 0);