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authorNeil Roberts <[email protected]>2015-08-19 18:55:44 -0700
committerBen Widawsky <[email protected]>2015-08-22 22:25:39 -0700
commit3a1ab2348050fd32f41553b9febfd9972b5761aa (patch)
treef800cf1308e764ed3f8a311dd7f1da5c1b459d88 /src/mesa/drivers
parentfb02b4ec482762ccf2a9fedf24fe6f50787932a9 (diff)
i965/bdw: Fix 3DSTATE_VF_INSTANCING when the edge flag is used
When the edge flag element is enabled then the elements are slightly reordered so that the edge flag is always the last one. This was confusing the code to upload the 3DSTATE_VF_INSTANCING state because that is uploaded with a separate loop which has an instruction for each element. The indices used in these instructions weren't taking into account the reordering so the state would be incorrect. v2: Use nr_elements instead of brw->vb.nr_enabled so that it will cope when gl_VertexID is used. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91292 Cc: <[email protected]> Reviewed-by: Ben Widawsky <[email protected]> Signed-off-by: Ben Widawsky <[email protected]> Tested-by: Mark Janes <[email protected]>
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r--src/mesa/drivers/dri/i965/gen8_draw_upload.c15
1 files changed, 13 insertions, 2 deletions
diff --git a/src/mesa/drivers/dri/i965/gen8_draw_upload.c b/src/mesa/drivers/dri/i965/gen8_draw_upload.c
index 2bac5ffb058..1b48643e577 100644
--- a/src/mesa/drivers/dri/i965/gen8_draw_upload.c
+++ b/src/mesa/drivers/dri/i965/gen8_draw_upload.c
@@ -246,13 +246,24 @@ gen8_emit_vertices(struct brw_context *brw)
}
ADVANCE_BATCH();
- for (unsigned i = 0; i < brw->vb.nr_enabled; i++) {
+ for (unsigned i = 0, j = 0; i < brw->vb.nr_enabled; i++) {
const struct brw_vertex_element *input = brw->vb.enabled[i];
const struct brw_vertex_buffer *buffer = &brw->vb.buffers[input->buffer];
+ unsigned element_index;
+
+ /* The edge flag element is reordered to be the last one in the code
+ * above so we need to compensate for that in the element indices used
+ * below.
+ */
+ if (input == gen6_edgeflag_input)
+ element_index = nr_elements - 1;
+ else
+ element_index = j++;
BEGIN_BATCH(3);
OUT_BATCH(_3DSTATE_VF_INSTANCING << 16 | (3 - 2));
- OUT_BATCH(i | (buffer->step_rate ? GEN8_VF_INSTANCING_ENABLE : 0));
+ OUT_BATCH(element_index |
+ (buffer->step_rate ? GEN8_VF_INSTANCING_ENABLE : 0));
OUT_BATCH(buffer->step_rate);
ADVANCE_BATCH();
}