mesa: add indirect_offset, is_indirect to _mesa_prim

V3: Add missing cases
V4: Add indirect_offset here too

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Chris Forbes 2013-11-16 16:38:57 +13:00
parent 36046ae278
commit aadbb0f275
4 changed files with 12 additions and 1 deletions

View file

@ -46,13 +46,16 @@ struct _mesa_prim {
GLuint end:1;
GLuint weak:1;
GLuint no_current_update:1;
GLuint pad:19;
GLuint is_indirect:1;
GLuint pad:18;
GLuint start;
GLuint count;
GLint basevertex;
GLuint num_instances;
GLuint base_instance;
GLsizeiptr indirect_offset;
};
/* Would like to call this a "vbo_index_buffer", but this would be

View file

@ -702,6 +702,7 @@ static void GLAPIENTRY vbo_exec_Begin( GLenum mode )
exec->vtx.prim[i].count = 0;
exec->vtx.prim[i].num_instances = 1;
exec->vtx.prim[i].base_instance = 0;
exec->vtx.prim[i].is_indirect = 0;
ctx->Driver.CurrentExecPrimitive = mode;

View file

@ -611,6 +611,7 @@ vbo_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
prim[0].mode = mode;
prim[0].num_instances = numInstances;
prim[0].base_instance = baseInstance;
prim[0].is_indirect = 0;
/* Implement the primitive restart index */
if (ctx->Array.PrimitiveRestart && ctx->Array.RestartIndex < count) {
@ -965,6 +966,7 @@ vbo_validated_drawrangeelements(struct gl_context *ctx, GLenum mode,
prim[0].start = 0;
prim[0].count = count;
prim[0].indexed = 1;
prim[0].is_indirect = 0;
prim[0].basevertex = basevertex;
prim[0].num_instances = numInstances;
prim[0].base_instance = baseInstance;
@ -1368,6 +1370,7 @@ 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].is_indirect = 0;
if (basevertex != NULL)
prim[i].basevertex = basevertex[i];
else
@ -1397,6 +1400,7 @@ 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].is_indirect = 0;
if (basevertex != NULL)
prim[0].basevertex = basevertex[i];
else
@ -1483,6 +1487,7 @@ vbo_draw_transform_feedback(struct gl_context *ctx, GLenum mode,
prim[0].mode = mode;
prim[0].num_instances = numInstances;
prim[0].base_instance = 0;
prim[0].is_indirect = 0;
/* Maybe we should do some primitive splitting for primitive restart
* (like in DrawArrays), but we have no way to know how many vertices

View file

@ -531,6 +531,7 @@ _save_wrap_buffers(struct gl_context *ctx)
save->prim[0].count = 0;
save->prim[0].num_instances = 1;
save->prim[0].base_instance = 0;
save->prim[0].is_indirect = 0;
save->prim_count = 1;
}
@ -986,6 +987,7 @@ vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
save->prim[i].count = 0;
save->prim[i].num_instances = 1;
save->prim[i].base_instance = 0;
save->prim[i].is_indirect = 0;
if (save->out_of_memory) {
_mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);