vbo: fix incorrect min/max_index values in display list draw call

This fixes another regression from commit 8e4efdc895 ("vbo: optimize
some display list drawing").  The problem was the min_index, max_index
values passed to the vbo drawing function were not computed to compensate
for the biased prim::start values.

https://bugs.freedesktop.org/show_bug.cgi?id=104746
https://bugs.freedesktop.org/show_bug.cgi?id=104742
https://bugs.freedesktop.org/show_bug.cgi?id=104690
Tested-by: Clayton Craft <clayton.a.craft@intel.com>
Fixes: 8e4efdc895 ("vbo: optimize some display list drawing")
Reviewed-by: Emil Velikov <emil.velikov@collabora.co.uk>
This commit is contained in:
Brian Paul 2018-01-23 10:48:51 -07:00
parent 2123bd2805
commit 365a48abdd
3 changed files with 8 additions and 3 deletions

View file

@ -74,7 +74,8 @@ struct vbo_save_vertex_list {
GLuint current_size;
GLuint buffer_offset; /**< in bytes */
GLuint vertex_count;
GLuint start_vertex; /**< first vertex used by any primitive */
GLuint vertex_count; /**< number of vertices in this list */
GLuint wrap_count; /* number of copied vertices at start */
GLboolean dangling_attr_ref; /* current attr implicitly referenced
outside the list */

View file

@ -563,6 +563,9 @@ compile_vertex_list(struct gl_context *ctx)
for (unsigned i = 0; i < save->prim_count; i++) {
save->prims[i].start += start_offset;
}
node->start_vertex = start_offset;
} else {
node->start_vertex = 0;
}
/* Reset our structures for the next run of vertices:

View file

@ -325,13 +325,14 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
_mesa_update_state(ctx);
if (node->vertex_count > 0) {
GLuint min_index = node->start_vertex;
GLuint max_index = min_index + node->vertex_count - 1;
vbo_context(ctx)->draw_prims(ctx,
node->prims,
node->prim_count,
NULL,
GL_TRUE,
0, /* Node is a VBO, so this is ok */
node->vertex_count - 1,
min_index, max_index,
NULL, 0, NULL);
}
}