vbo: remove node->count > 0 test in vbo_save_playback_vertex_list()
authorBrian Paul <brianp@vmware.com>
Wed, 8 Jun 2011 14:05:41 +0000 (08:05 -0600)
committerBrian Paul <brianp@vmware.com>
Wed, 8 Jun 2011 14:05:41 +0000 (08:05 -0600)
See piglit dlist-fdo31590.c test and
http://bugs.freedesktop.org/show_bug.cgi?id=31590

In this case we had node->prim_count=1 but node->count==0 because the
display list started with glBegin() but had no vertices.  The call to
glEvalCoord1f() triggered the DO_FALLBACK() path.  When replaying the
display list, the old condition basically no-op'd the call to
vbo_save_playback_vertex_list call().  That led to the invalid operation
error being raised in glEnd().

NOTE: This is a candidate for the 7.10 branch.

src/mesa/vbo/vbo_save_draw.c

index ca4cff38a89f10c6c415405c4f23bbabfa4bb1ff..a37af73e0db27f920336160c69b0401366282499 100644 (file)
@@ -249,7 +249,7 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
 
    FLUSH_CURRENT(ctx, 0);
 
-   if (node->prim_count > 0 && node->count > 0) {
+   if (node->prim_count > 0) {
 
       if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END &&
          node->prim[0].begin) {
@@ -289,14 +289,16 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
       if (ctx->NewState)
         _mesa_update_state( ctx );
 
-      vbo_context(ctx)->draw_prims(ctx, 
-                                   save->inputs, 
-                                   node->prim, 
-                                   node->prim_count,
-                                   NULL,
-                                   GL_TRUE,
-                                   0,  /* Node is a VBO, so this is ok */
-                                   node->count - 1);
+      if (node->count > 0) {
+         vbo_context(ctx)->draw_prims(ctx, 
+                                      save->inputs, 
+                                      node->prim, 
+                                      node->prim_count,
+                                      NULL,
+                                      GL_TRUE,
+                                      0,    /* Node is a VBO, so this is ok */
+                                      node->count - 1);
+      }
    }
 
    /* Copy to current?