mesa: add indirect_offset, is_indirect to _mesa_prim
V3: Add missing cases V4: Add indirect_offset here too Signed-off-by: Chris Forbes <chrisf@ijw.co.nz> Reviewed-by: Paul Berry <stereotype441@gmail.com> Reviewed-by: Eric Anholt <eric@anholt.net>
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@@ -46,13 +46,16 @@ struct _mesa_prim {
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GLuint end:1;
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GLuint weak:1;
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GLuint no_current_update:1;
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GLuint pad:19;
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GLuint is_indirect:1;
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GLuint pad:18;
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GLuint start;
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GLuint count;
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GLint basevertex;
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GLuint num_instances;
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GLuint base_instance;
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GLsizeiptr indirect_offset;
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};
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/* Would like to call this a "vbo_index_buffer", but this would be
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@@ -702,6 +702,7 @@ static void GLAPIENTRY vbo_exec_Begin( GLenum mode )
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exec->vtx.prim[i].count = 0;
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exec->vtx.prim[i].num_instances = 1;
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exec->vtx.prim[i].base_instance = 0;
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exec->vtx.prim[i].is_indirect = 0;
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ctx->Driver.CurrentExecPrimitive = mode;
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@@ -611,6 +611,7 @@ vbo_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
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prim[0].mode = mode;
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prim[0].num_instances = numInstances;
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prim[0].base_instance = baseInstance;
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prim[0].is_indirect = 0;
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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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@@ -965,6 +966,7 @@ vbo_validated_drawrangeelements(struct gl_context *ctx, GLenum mode,
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prim[0].start = 0;
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prim[0].count = count;
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prim[0].indexed = 1;
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prim[0].is_indirect = 0;
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prim[0].basevertex = basevertex;
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prim[0].num_instances = numInstances;
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prim[0].base_instance = baseInstance;
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@@ -1368,6 +1370,7 @@ vbo_validated_multidrawelements(struct gl_context *ctx, GLenum mode,
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prim[i].indexed = 1;
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prim[i].num_instances = 1;
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prim[i].base_instance = 0;
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prim[i].is_indirect = 0;
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if (basevertex != NULL)
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prim[i].basevertex = basevertex[i];
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else
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@@ -1397,6 +1400,7 @@ vbo_validated_multidrawelements(struct gl_context *ctx, GLenum mode,
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prim[0].indexed = 1;
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prim[0].num_instances = 1;
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prim[0].base_instance = 0;
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prim[0].is_indirect = 0;
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if (basevertex != NULL)
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prim[0].basevertex = basevertex[i];
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else
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@@ -1483,6 +1487,7 @@ vbo_draw_transform_feedback(struct gl_context *ctx, GLenum mode,
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prim[0].mode = mode;
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prim[0].num_instances = numInstances;
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prim[0].base_instance = 0;
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prim[0].is_indirect = 0;
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/* Maybe we should do some primitive splitting for primitive restart
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* (like in DrawArrays), but we have no way to know how many vertices
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@@ -531,6 +531,7 @@ _save_wrap_buffers(struct gl_context *ctx)
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save->prim[0].count = 0;
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save->prim[0].num_instances = 1;
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save->prim[0].base_instance = 0;
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save->prim[0].is_indirect = 0;
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save->prim_count = 1;
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}
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@@ -986,6 +987,7 @@ vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
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save->prim[i].count = 0;
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save->prim[i].num_instances = 1;
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save->prim[i].base_instance = 0;
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save->prim[i].is_indirect = 0;
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if (save->out_of_memory) {
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_mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
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