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>
This commit is contained in:
Mathias Fröhlich
2016-06-17 08:09:05 +02:00
parent f8be969b1b
commit 3f5e5696fe
+2 -2
View File
@@ -27,6 +27,7 @@
**************************************************************************/
#include <stdio.h>
#include "main/arrayobj.h"
#include "main/glheader.h"
#include "main/context.h"
#include "main/state.h"
@@ -1290,7 +1291,6 @@ vbo_draw_transform_feedback(struct gl_context *ctx, GLenum mode,
GLuint stream, GLuint numInstances)
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
struct _mesa_prim prim[2];
if (!_mesa_validate_DrawTransformFeedback(ctx, mode, obj, stream,
@@ -1300,7 +1300,7 @@ vbo_draw_transform_feedback(struct gl_context *ctx, GLenum mode,
if (ctx->Driver.GetTransformFeedbackVertexCount &&
(ctx->Const.AlwaysUseGetTransformFeedbackVertexCount ||
!vbo_all_varyings_in_vbos(exec->array.inputs))) {
!_mesa_all_varyings_in_vbos(ctx->Array.VAO))) {
GLsizei n = ctx->Driver.GetTransformFeedbackVertexCount(ctx, obj, stream);
vbo_draw_arrays(ctx, mode, 0, n, numInstances, 0);
return;