vbo: Ignore PRIMITIVE_RESTART_FIXED_INDEX for glDrawArrays().

The derived _PrimitiveRestart enable flag combines the PrimitiveRestart
and PrimitiveRestartFixedIndex enable flags.  However, DrawArrays is not
supposed to do FixedIndex restart:

From the OpenGL 4.3 Core specification, section 10.3.5 (page 302):
"If PRIMITIVE_RESTART_FIXED_INDEX is enabled, primitive restart is not
 performed for array elements transferred by any drawing command not
 taking a type parameter, including all of the *Draw* commands other
 than *DrawElements*."

The OpenGL ES 3.0 specification agrees by omission:
"When DrawElements, DrawElementsInstanced, or DrawRangeElements
 transfers a set of generic attribute array elements to the GL..."

Notably, DrawArrays is not included in the list of draw calls that
take PRIMITIVE_RESTART_FIXED_INDEX into consideration.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
(cherry picked from commit 37f278000c)
This commit is contained in:
Kenneth Graunke 2013-05-25 08:19:40 -07:00
parent fa0bd4dd85
commit 21eb628e89

View file

@ -576,10 +576,10 @@ vbo_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
prim[0].base_instance = baseInstance;
/* Implement the primitive restart index */
if (ctx->Array._PrimitiveRestart && ctx->Array._RestartIndex < count) {
if (ctx->Array.PrimitiveRestart && ctx->Array.RestartIndex < count) {
GLuint primCount = 0;
if (ctx->Array._RestartIndex == start) {
if (ctx->Array.RestartIndex == start) {
/* special case: RestartIndex at beginning */
if (count > 1) {
prim[0].start = start + 1;
@ -587,7 +587,7 @@ vbo_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
primCount = 1;
}
}
else if (ctx->Array._RestartIndex == start + count - 1) {
else if (ctx->Array.RestartIndex == start + count - 1) {
/* special case: RestartIndex at end */
if (count > 1) {
prim[0].start = start;
@ -598,10 +598,10 @@ vbo_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
else {
/* general case: RestartIndex in middle, split into two prims */
prim[0].start = start;
prim[0].count = ctx->Array._RestartIndex - start;
prim[0].count = ctx->Array.RestartIndex - start;
prim[1] = prim[0];
prim[1].start = ctx->Array._RestartIndex + 1;
prim[1].start = ctx->Array.RestartIndex + 1;
prim[1].count = count - prim[1].start;
primCount = 2;