*/
struct gl_buffer_object *bo[VERT_ATTRIB_MAX + 1];
GLuint nr_bo = 0;
+ GLuint inst;
for (i = 0; i < nr_prims;) {
GLuint this_nr_prims;
/* Binding inputs may imply mapping some vertex buffer objects.
* They will need to be unmapped below.
*/
- bind_prims(ctx, &prim[i], this_nr_prims);
- bind_inputs(ctx, arrays, max_index + prim[i].basevertex + 1,
- bo, &nr_bo);
- bind_indices(ctx, ib, bo, &nr_bo);
+ for (inst = 0; inst < prim[i].num_instances; inst++) {
- TNL_CONTEXT(ctx)->Driver.RunPipeline(ctx);
+ bind_prims(ctx, &prim[i], this_nr_prims);
+ bind_inputs(ctx, arrays, max_index + prim[i].basevertex + 1,
+ bo, &nr_bo);
+ bind_indices(ctx, ib, bo, &nr_bo);
- unmap_vbos(ctx, bo, nr_bo);
- free_space(ctx);
+ tnl->CurInstance = inst;
+ TNL_CONTEXT(ctx)->Driver.RunPipeline(ctx);
+
+ unmap_vbos(ctx, bo, nr_bo);
+ free_space(ctx);
+ }
i += this_nr_prims;
}
* Initialize virtual machine state prior to executing vertex program.
*/
static void
-init_machine(struct gl_context *ctx, struct gl_program_machine *machine)
+init_machine(struct gl_context *ctx, struct gl_program_machine *machine,
+ GLuint instID)
{
/* Input registers get initialized from the current vertex attribs */
memcpy(machine->VertAttribs, ctx->Current.Attrib,
machine->FetchTexelDeriv = NULL; /* not used by vertex programs */
machine->Samplers = ctx->VertexProgram._Current->Base.SamplerUnits;
+
+ machine->SystemValues[SYSTEM_VALUE_INSTANCE_ID][0] = (GLfloat) instID;
}
for (i = 0; i < VB->Count; i++) {
GLuint attr;
- init_machine(ctx, &machine);
+ init_machine(ctx, &machine, tnl->CurInstance);
#if 0
printf("Input %d: %f, %f, %f, %f\n", i,