Don't call _tnl_draw_range_elements() unless start == 0.
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@@ -103,9 +103,13 @@ static void _tnl_draw_range_elements( GLcontext *ctx, GLenum mode,
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tnl->vb.Elts = (GLuint *)indices;
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assert (start == 0);
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/* XXX - indices may be read only
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if (start)
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for (i = 0 ; i < count ; i++)
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indices[i] -= start;
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*/
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if (ctx->Array.LockCount)
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tnl->Driver.RunPipeline( ctx );
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@@ -122,9 +126,11 @@ static void _tnl_draw_range_elements( GLcontext *ctx, GLenum mode,
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tnl->pipeline.run_input_changes |= enabledArrays;
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}
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/* XXX - indices may be read only
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if (start)
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for (i = 0 ; i < count ; i++)
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indices[i] += start;
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*/
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}
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@@ -335,7 +341,8 @@ _tnl_DrawRangeElements(GLenum mode,
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/* Are the arrays already locked? If so we currently have to look
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* at the whole locked range.
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*/
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if (start >= ctx->Array.LockFirst && end <= ctx->Array.LockCount)
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if (start == 0 &&
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start >= ctx->Array.LockFirst && end <= ctx->Array.LockCount)
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_tnl_draw_range_elements( ctx, mode,
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ctx->Array.LockFirst,
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ctx->Array.LockCount,
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@@ -356,7 +363,8 @@ _tnl_DrawRangeElements(GLenum mode,
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"elements outside locked range.");
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}
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}
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else if (end - start + 1 <= ctx->Const.MaxArrayLockSize) {
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else if (start == 0 &&
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end - start + 1 <= ctx->Const.MaxArrayLockSize) {
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/* The arrays aren't locked but we can still fit them inside a
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* single vertexbuffer.
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*/
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@@ -400,7 +408,8 @@ _tnl_DrawElements(GLenum mode, GLsizei count, GLenum type,
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assert(!ctx->CompileFlag);
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if (ctx->Array.LockCount) {
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if (ctx->Array.LockFirst == 0 &&
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ctx->Array.LockCount) {
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_tnl_draw_range_elements( ctx, mode,
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ctx->Array.LockFirst,
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ctx->Array.LockCount,
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