vbo: Walk the VAO to see if all varyings are in vbos.
In vbo_draw_transform_feedback we currently look at exec->array.inputs to determine if all varying vertex attributes reside in vbos. But the vbo_bind_arrays call only happens past the vbo_all_varyings_in_vbos query. Thus we may work on a stale set of client arrays. Using the current VAOs content for this query feels much more logical to me. Additionally with this change mesa makes more use of the information already tracked in the VAO instead of looping across VERT_ATTRIB_MAX vertex arrays. Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de> Reviewed-by: Eric Anholt <eric@anholt.net>
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@@ -27,6 +27,7 @@
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**************************************************************************/
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#include <stdio.h>
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#include "main/arrayobj.h"
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#include "main/glheader.h"
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#include "main/context.h"
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#include "main/state.h"
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@@ -1290,7 +1291,6 @@ vbo_draw_transform_feedback(struct gl_context *ctx, GLenum mode,
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GLuint stream, GLuint numInstances)
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{
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struct vbo_context *vbo = vbo_context(ctx);
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struct vbo_exec_context *exec = &vbo->exec;
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struct _mesa_prim prim[2];
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if (!_mesa_validate_DrawTransformFeedback(ctx, mode, obj, stream,
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@@ -1300,7 +1300,7 @@ vbo_draw_transform_feedback(struct gl_context *ctx, GLenum mode,
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if (ctx->Driver.GetTransformFeedbackVertexCount &&
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(ctx->Const.AlwaysUseGetTransformFeedbackVertexCount ||
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!vbo_all_varyings_in_vbos(exec->array.inputs))) {
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!_mesa_all_varyings_in_vbos(ctx->Array.VAO))) {
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GLsizei n = ctx->Driver.GetTransformFeedbackVertexCount(ctx, obj, stream);
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vbo_draw_arrays(ctx, mode, 0, n, numInstances, 0);
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return;
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