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path: root/src/mesa/vbo/vbo_save_api.c
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Diffstat (limited to 'src/mesa/vbo/vbo_save_api.c')
-rw-r--r--src/mesa/vbo/vbo_save_api.c14
1 files changed, 6 insertions, 8 deletions
diff --git a/src/mesa/vbo/vbo_save_api.c b/src/mesa/vbo/vbo_save_api.c
index e6cd04281e3..47ee355e725 100644
--- a/src/mesa/vbo/vbo_save_api.c
+++ b/src/mesa/vbo/vbo_save_api.c
@@ -543,7 +543,6 @@ compile_vertex_list(struct gl_context *ctx)
/* Duplicate our template, increment refcounts to the storage structs:
*/
const GLsizei stride = save->vertex_size*sizeof(GLfloat);
- node->vertex_size = save->vertex_size;
GLintptr buffer_offset =
(save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
GLuint start_offset = 0;
@@ -579,9 +578,8 @@ compile_vertex_list(struct gl_context *ctx)
for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
/* create or reuse the vao */
update_vao(ctx, vpm, &save->VAO[vpm],
- save->vertex_store->bufferobj, buffer_offset,
- node->vertex_size*sizeof(GLfloat), save->enabled,
- save->attrsz, save->attrtype, offsets);
+ save->vertex_store->bufferobj, buffer_offset, stride,
+ save->enabled, save->attrsz, save->attrtype, offsets);
/* Reference the vao in the dlist */
node->VAO[vpm] = NULL;
_mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
@@ -593,7 +591,7 @@ compile_vertex_list(struct gl_context *ctx)
node->current_data = NULL;
}
else {
- GLuint current_size = node->vertex_size - save->attrsz[0];
+ GLuint current_size = save->vertex_size - save->attrsz[0];
node->current_data = NULL;
if (current_size) {
@@ -604,8 +602,7 @@ compile_vertex_list(struct gl_context *ctx)
unsigned vertex_offset = 0;
if (node->vertex_count)
- vertex_offset =
- (node->vertex_count - 1) * node->vertex_size * sizeof(GLfloat);
+ vertex_offset = (node->vertex_count - 1) * stride;
memcpy(node->current_data, buffer + vertex_offset + attr_offset,
current_size * sizeof(GLfloat));
@@ -1817,11 +1814,12 @@ vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
GLuint i;
struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj;
+ const GLuint vertex_size = _vbo_save_get_stride(node)/sizeof(GLfloat);
(void) ctx;
fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
"buffer %p\n",
- node->vertex_count, node->prim_count, node->vertex_size,
+ node->vertex_count, node->prim_count, vertex_size,
buffer);
for (i = 0; i < node->prim_count; i++) {