Make sure that all the element indexes actually lie inside the vertex
buffer.
Also, rename pipe_run() to pipe_run_elts() to be more specific.
And assert/check the vertex count for the non-indexed case.
Plumb the constant buffer sizes down into the tgsi interpreter where
we can do bounds checking. Optional debug code warns upon out-of-bounds
reading. Plus add a few other assertions in the TGSI interpreter.
Fixes a failed assertion with LLVM 2.6:
<unnamed>::JITResolver::JITResolver(llvm::JIT&): Assertion
`TheJITResolver == 0&& "Multiple JIT resolvers?"' failed.
Though, not everyone seems to experience this problem.
That is, remove pipe_context::draw_arrays, pipe_context::draw_elements,
pipe_context::draw_arrays_instanced,
pipe_context::draw_elements_instanced,
pipe_context::draw_range_elements.
Some drivers define a generic function that is called by all drawing
functions. To implement draw_vbo for such drivers, either draw_vbo
calls the generic function or the prototype of the generic function is
changed to match draw_vbo.
Other drivers have no such generic function. draw_vbo is implemented by
calling either draw_arrays and draw_elements.
For most drivers, set_index_buffer does not mark the state dirty for
tracking. Instead, the index buffer state is emitted whenever draw_vbo
is called, just like the case with draw_elements. It surely can be
improved.
This commit adds a new unified draw_vbo method to pipe_context. Unlike
other draw methods, draw_vbo treats the index buffer as a state which is
set with set_index_buffer.
These extensions allow an application to make a context current by
passing EGL_NO_SURFACE for the write and read surface in the call to
eglMakeCurrent. The motivation is that applications that only want to
render to client API targets (such as OpenGL framebuffer objects)
should not need to create a throw-away EGL surface just to get a
current context.
I am not sure how to properly handle flat shading regarding
non color parameter to fragment shader. It seems we should
still interpolate non color using linear interpolation and
flat shade only apply to color.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
Split hw vs pipe states creation handling as hw states group doesn't
match pipe state group exactly. Right now be dumb about that and
rebuild all hw states on each draw call. More optimization on that
side coming.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>