vbo/dlist: fix loopback crash

The original code incorrectly adjusted only when Loopback
was false, while primitives' start value is actually
modified unconditionnally.

Fixes: 3253594268 ("vbo/dlist: rework buffer sizes")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5754
Acked-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14243>
This commit is contained in:
Pierre-Eric Pelloux-Prayer 2021-12-16 17:44:20 +01:00 committed by Marge Bot
parent d84e0096a5
commit 7a1d3d3abc
1 changed files with 11 additions and 13 deletions

View File

@ -834,12 +834,14 @@ compile_vertex_list(struct gl_context *ctx)
free(temp_vertices_buffer);
}
/* Since we're append the indices to an existing buffer, we need to adjust the start value of each
/* Since we append the indices to an existing buffer, we need to adjust the start value of each
* primitive (not the indices themselves). */
save->current_bo_bytes_used += align(save->current_bo_bytes_used, 4) - save->current_bo_bytes_used;
int indices_offset = save->current_bo_bytes_used / 4;
for (int i = 0; i < merged_prim_count; i++) {
merged_prims[i].start += indices_offset;
if (!ctx->ListState.Current.UseLoopback) {
save->current_bo_bytes_used += align(save->current_bo_bytes_used, 4) - save->current_bo_bytes_used;
int indices_offset = save->current_bo_bytes_used / 4;
for (int i = 0; i < merged_prim_count; i++) {
merged_prims[i].start += indices_offset;
}
}
/* Then upload the indices. */
@ -956,20 +958,16 @@ end:
_glapi_set_dispatch(ctx->Exec);
/* _vbo_loopback_vertex_list doesn't use the index buffer, so we have to
* use buffer_in_ram instead of current_bo which contains all vertices instead
* of the deduplicated vertices only in the !UseLoopback case.
* use buffer_in_ram (which contains all vertices) instead of current_bo
* (which contains deduplicated vertices *when* UseLoopback is false).
*
* The problem is that the VAO offset is based on current_bo's layout,
* so we have to use a temp value.
*/
struct gl_vertex_array_object *vao = node->cold->VAO[VP_MODE_SHADER];
GLintptr original = vao->BufferBinding[0].Offset;
if (!ctx->ListState.Current.UseLoopback) {
GLintptr new_offset = 0;
/* 'start_offset' has been added to all primitives 'start', so undo it here. */
new_offset -= start_offset * stride;
vao->BufferBinding[0].Offset = new_offset;
}
/* 'start_offset' has been added to all primitives 'start', so undo it here. */
vao->BufferBinding[0].Offset = -(GLintptr)(start_offset * stride);
_vbo_loopback_vertex_list(ctx, node, save->vertex_store->buffer_in_ram);
vao->BufferBinding[0].Offset = original;