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dlist: don't handle unmerged draws as merged
The comment was incorrect: we can have N draws using the same mode with N > 1 (eg: GL_QUAD_STRIP draws cannot be merged). This commit fixes the drawing code to use the correct draw function. This fixes a hang in Starsector (see issue #5086). Fixes:b328d8e9bc("dlist: use an union instead of allocating a 1-sized array") Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11978> (cherry picked from commit11d6441b94)
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parent
f27415c223
commit
0eb551f658
2 changed files with 5 additions and 3 deletions
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@ -121,7 +121,7 @@
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"description": "dlist: don't handle unmerged draws as merged",
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"nominated": true,
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"nomination_type": 1,
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"resolution": 0,
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"resolution": 1,
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"main_sha": null,
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"because_sha": "b328d8e9bc9900a0372d7c3307f18ad11d708af9"
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},
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@ -247,9 +247,11 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data, bool copy_to_c
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node->merged.start_counts,
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node->merged.mode,
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node->merged.num_draws);
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} else if (node->merged.num_draws) {
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/* If node->merged.mode is NULL then num_draws is 0 or 1 */
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} else if (node->merged.num_draws == 1) {
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ctx->Driver.DrawGallium(ctx, info, 0, &node->merged.start_count, 1);
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} else if (node->merged.num_draws) {
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ctx->Driver.DrawGallium(ctx, info, 0, node->merged.start_counts,
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node->merged.num_draws);
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}
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info->index.gl_bo = gl_bo;
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