mesa/vbo: Add draw_id field to struct _mesa_prim

The drivers will need this for passing in gl_DrawIDARB. For indirect
multidraw calls, we get the prim array and prim[i].draw_id == i and is
redundant. But for non-indirect calls, we get one primitive at a time
and need the draw_id field.

Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Kristian Høgsberg Kristensen 2015-12-10 12:06:17 -08:00
parent 70d8dbc9a1
commit 42dd2c028d
2 changed files with 5 additions and 0 deletions

View file

@ -58,6 +58,7 @@ struct _mesa_prim {
GLint basevertex;
GLuint num_instances;
GLuint base_instance;
GLuint draw_id;
GLsizeiptr indirect_offset;
};

View file

@ -1341,6 +1341,7 @@ vbo_validated_multidrawelements(struct gl_context *ctx, GLenum mode,
prim[i].indexed = 1;
prim[i].num_instances = 1;
prim[i].base_instance = 0;
prim[i].draw_id = i;
prim[i].is_indirect = 0;
if (basevertex != NULL)
prim[i].basevertex = basevertex[i];
@ -1371,6 +1372,7 @@ vbo_validated_multidrawelements(struct gl_context *ctx, GLenum mode,
prim[0].indexed = 1;
prim[0].num_instances = 1;
prim[0].base_instance = 0;
prim[0].draw_id = i;
prim[0].is_indirect = 0;
if (basevertex != NULL)
prim[0].basevertex = basevertex[i];
@ -1598,6 +1600,7 @@ vbo_validated_multidrawarraysindirect(struct gl_context *ctx,
prim[i].mode = mode;
prim[i].indirect_offset = offset;
prim[i].is_indirect = 1;
prim[i].draw_id = i;
}
check_buffers_are_unmapped(exec->array.inputs);
@ -1684,6 +1687,7 @@ vbo_validated_multidrawelementsindirect(struct gl_context *ctx,
prim[i].indexed = 1;
prim[i].indirect_offset = offset;
prim[i].is_indirect = 1;
prim[i].draw_id = i;
}
check_buffers_are_unmapped(exec->array.inputs);