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-rw-r--r--src/mesa/vbo/vbo.h1
-rw-r--r--src/mesa/vbo/vbo_rebase.c12
2 files changed, 13 insertions, 0 deletions
diff --git a/src/mesa/vbo/vbo.h b/src/mesa/vbo/vbo.h
index 07d31f6ce36..30b1448b8a4 100644
--- a/src/mesa/vbo/vbo.h
+++ b/src/mesa/vbo/vbo.h
@@ -106,6 +106,7 @@ void vbo_split_prims( GLcontext *ctx,
/* Helpers for dealing translating away non-zero min_index.
*/
GLboolean vbo_all_varyings_in_vbos( const struct gl_client_array *arrays[] );
+GLboolean vbo_any_varyings_in_vbos( const struct gl_client_array *arrays[] );
void vbo_rebase_prims( GLcontext *ctx,
const struct gl_client_array *arrays[],
diff --git a/src/mesa/vbo/vbo_rebase.c b/src/mesa/vbo/vbo_rebase.c
index ff7c7a6b0d5..e75253f8626 100644
--- a/src/mesa/vbo/vbo_rebase.c
+++ b/src/mesa/vbo/vbo_rebase.c
@@ -85,6 +85,18 @@ GLboolean vbo_all_varyings_in_vbos( const struct gl_client_array *arrays[] )
return GL_TRUE;
}
+GLboolean vbo_any_varyings_in_vbos( const struct gl_client_array *arrays[] )
+{
+ GLuint i;
+
+ for (i = 0; i < VERT_ATTRIB_MAX; i++)
+ if (arrays[i]->StrideB &&
+ arrays[i]->BufferObj->Name != 0)
+ return GL_TRUE;
+
+ return GL_FALSE;
+}
+
/* Adjust primitives, indices and vertex definitions so that min_index
* becomes zero. There are lots of reasons for wanting to do this, eg:
*