vbo: Ignore PRIMITIVE_RESTART_FIXED_INDEX for glDrawArrays().
The derived _PrimitiveRestart enable flag combines the PrimitiveRestart and PrimitiveRestartFixedIndex enable flags. However, DrawArrays is not supposed to do FixedIndex restart: From the OpenGL 4.3 Core specification, section 10.3.5 (page 302): "If PRIMITIVE_RESTART_FIXED_INDEX is enabled, primitive restart is not performed for array elements transferred by any drawing command not taking a type parameter, including all of the *Draw* commands other than *DrawElements*." The OpenGL ES 3.0 specification agrees by omission: "When DrawElements, DrawElementsInstanced, or DrawRangeElements transfers a set of generic attribute array elements to the GL..." Notably, DrawArrays is not included in the list of draw calls that take PRIMITIVE_RESTART_FIXED_INDEX into consideration. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@@ -577,10 +577,10 @@ vbo_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
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prim[0].base_instance = baseInstance;
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/* Implement the primitive restart index */
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if (ctx->Array._PrimitiveRestart && ctx->Array._RestartIndex < count) {
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if (ctx->Array.PrimitiveRestart && ctx->Array.RestartIndex < count) {
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GLuint primCount = 0;
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if (ctx->Array._RestartIndex == start) {
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if (ctx->Array.RestartIndex == start) {
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/* special case: RestartIndex at beginning */
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if (count > 1) {
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prim[0].start = start + 1;
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@@ -588,7 +588,7 @@ vbo_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
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primCount = 1;
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}
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}
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else if (ctx->Array._RestartIndex == start + count - 1) {
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else if (ctx->Array.RestartIndex == start + count - 1) {
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/* special case: RestartIndex at end */
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if (count > 1) {
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prim[0].start = start;
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@@ -599,10 +599,10 @@ vbo_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
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else {
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/* general case: RestartIndex in middle, split into two prims */
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prim[0].start = start;
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prim[0].count = ctx->Array._RestartIndex - start;
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prim[0].count = ctx->Array.RestartIndex - start;
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prim[1] = prim[0];
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prim[1].start = ctx->Array._RestartIndex + 1;
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prim[1].start = ctx->Array.RestartIndex + 1;
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prim[1].count = count - prim[1].start;
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primCount = 2;
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