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mesa: don't unroll glMultiDrawElements if one count is 0
let the driver skip or submit an empty draw call. Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3990>
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1 changed files with 0 additions and 10 deletions
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@ -1212,16 +1212,6 @@ _mesa_validated_multidrawelements(struct gl_context *ctx, GLenum mode,
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}
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}
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/* Draw primitives individually if one count is zero, so we can easily skip
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* that primitive.
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*/
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for (i = 0; i < primcount; i++) {
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if (count[i] == 0) {
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fallback = GL_TRUE;
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break;
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}
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}
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/* If the index buffer isn't in a VBO, then treating the application's
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* subranges of the index buffer as one large index buffer may lead to
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* us reading unmapped memory.
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