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-rw-r--r--src/mesa/vbo/vbo_exec_array.c12
1 files changed, 12 insertions, 0 deletions
diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c
index bd05cd0c369..1670409d48b 100644
--- a/src/mesa/vbo/vbo_exec_array.c
+++ b/src/mesa/vbo/vbo_exec_array.c
@@ -1334,6 +1334,16 @@ vbo_validated_multidrawelements(struct gl_context *ctx, GLenum mode,
}
}
+ /* Draw primitives individually if one count is zero, so we can easily skip
+ * that primitive.
+ */
+ for (i = 0; i < primcount; i++) {
+ if (count[i] == 0) {
+ fallback = GL_TRUE;
+ break;
+ }
+ }
+
/* If the index buffer isn't in a VBO, then treating the application's
* subranges of the index buffer as one large index buffer may lead to
* us reading unmapped memory.
@@ -1370,6 +1380,8 @@ vbo_validated_multidrawelements(struct gl_context *ctx, GLenum mode,
} else {
/* render one prim at a time */
for (i = 0; i < primcount; i++) {
+ if (count[i] == 0)
+ continue;
ib.count = count[i];
ib.type = type;
ib.obj = ctx->Array.ArrayObj->ElementArrayBufferObj;