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vbo: fix node_attrsz[] usage in vbo_bind_vertex_list()
The node_attrsz[] array is initially copied from the node->attrsz[]
array but some values get rewritten. Thereafter, we need to use the
node_attrsz[] values.
Fixes a bug when replaying a display list that uses generic vertex
array[16] (at least).
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
(cherry picked from commit e53557996e)
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parent
4d5b40a5a2
commit
d7b1a7bfb1
1 changed files with 2 additions and 2 deletions
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@ -191,7 +191,7 @@ static void vbo_bind_vertex_list(struct gl_context *ctx,
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save->inputs[attr] = &arrays[attr];
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arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
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arrays[attr].Size = node->attrsz[src];
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arrays[attr].Size = node_attrsz[src];
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arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
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arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
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arrays[attr].Type = GL_FLOAT;
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@ -205,7 +205,7 @@ static void vbo_bind_vertex_list(struct gl_context *ctx,
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assert(arrays[attr].BufferObj->Name);
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buffer_offset += node->attrsz[src] * sizeof(GLfloat);
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buffer_offset += node_attrsz[src] * sizeof(GLfloat);
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varying_inputs |= VERT_BIT(attr);
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ctx->NewState |= _NEW_ARRAY;
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}
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