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vbo: fix glVertexAttrib(index=0)
Depending on which extension or GL spec you read the behavior of glVertexAttrib(index=0) either sets the current value for generic attribute 0, or it emits a vertex just like glVertex(). I believe it should do either, depending on context (see below). The piglit gl-2.0-vertex-const-attr test declares two vertex attributes: attribute vec2 vertex; attribute vec4 attr; and the GLSL linker assigns "vertex" to location 0 and "attr" to location 1. The test passes. But if the declarations were reversed such that "attr" was location 0 and "vertex" was location 1, the test would fail to draw properly. The problem is the call to glVertexAttrib(index=0) to set attr's value was interpreted as glVertex() and did not set generic attribute[0]'s value. Interesting, calling glVertex() outside glBegin/End (which is effectively what the piglit test does) does not generate a GL error. I believe the behavior of glVertexAttrib(index=0) should depend on whether it's called inside or outside of glBegin/glEnd(). If inside glBegin/End(), it should act like glVertex(). Else, it should behave like glVertexAttrib(index > 0). This seems to be what NVIDIA does. This patch makes two changes: 1. Check if we're inside glBegin/End for glVertexAttrib() 2. Fix the vertex array binding for recalculate_input_bindings(). As it was, we were using &vbo->currval[VBO_ATTRIB_POS], but that's interpreted as a zero-stride attribute and doesn't make sense for array drawing. No Piglit regressions. Fixes updated gl-2.0-vertex-const-attr test and passes new gl-2.0-vertex-attrib-0 test. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101941 Reviewed-by: Marek Olšák <marek.olsak@amd.com> Reviewed-by: Charmaine Lee <charmainel@vmware.com>
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2 changed files with 6 additions and 3 deletions
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@ -524,15 +524,18 @@ TAG(MultiTexCoord4fv)(GLenum target, const GLfloat * v)
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/**
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* If index=0, does glVertexAttrib*() alias glVertex() to emit a vertex?
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* It depends on a few things, including whether we're inside or outside
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* of glBegin/glEnd.
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*/
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static inline bool
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is_vertex_position(const struct gl_context *ctx, GLuint index)
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{
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return index == 0 && _mesa_attr_zero_aliases_vertex(ctx);
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return (index == 0 &&
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_mesa_attr_zero_aliases_vertex(ctx) &&
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_mesa_inside_begin_end(ctx));
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}
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static void GLAPIENTRY
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TAG(VertexAttrib1fARB)(GLuint index, GLfloat x)
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{
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@ -356,7 +356,7 @@ recalculate_input_bindings(struct gl_context *ctx)
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else if (array[VERT_ATTRIB_POS].Enabled)
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inputs[0] = &vertexAttrib[VERT_ATTRIB_POS];
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else {
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inputs[0] = &vbo->currval[VBO_ATTRIB_POS];
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inputs[0] = &vbo->currval[VBO_ATTRIB_GENERIC0];
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const_inputs |= VERT_BIT_POS;
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}
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