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ref_gl: vbo: do not do zero-length drawcalls (fix glError on vivante)

pull/2/head
Dmitry Toroshchin 1 year ago committed by Alibek Omarov
parent
commit
e8409cee8b
  1. 49
      ref/gl/gl_rsurf.c

49
ref/gl/gl_rsurf.c

@ -2389,6 +2389,9 @@ draw details when not enough tmus @@ -2389,6 +2389,9 @@ draw details when not enough tmus
*/
static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray, texture_t *tex, qboolean resetvbo, size_t offset )
{
if( !indexlen )
return;
// draw details in additional pass
if( r_detailtextures.value && r_vbo_detail.value == 1 && mtst.tmu_dt == -1 && tex->dt_texturenum )
{
@ -2773,33 +2776,37 @@ Draw array for given vbotexture_t. build and draw dynamic lightmaps if present @@ -2773,33 +2776,37 @@ Draw array for given vbotexture_t. build and draw dynamic lightmaps if present
*/
static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *texture, int lightmap, qboolean skiplighting )
{
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
if( pglDrawRangeElements )
pglDrawRangeElements( GL_TRIANGLES, 0, vbo->array_len, vbotex->curindex, GL_VBOINDEX_TYPE, vbotex->indexarray );
else
#endif
pglDrawElements( GL_TRIANGLES, vbotex->curindex, GL_VBOINDEX_TYPE, vbotex->indexarray );
// draw debug lines
if( gl_wireframe.value && !skiplighting )
if( vbotex->curindex )
{
R_SetDecalMode( true );
pglDisable( GL_TEXTURE_2D );
GL_SelectTexture( XASH_TEXTURE0 );
pglDisable( GL_TEXTURE_2D );
pglDisable( GL_DEPTH_TEST );
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
if( pglDrawRangeElements )
pglDrawRangeElements( GL_LINES, 0, vbo->array_len, vbotex->curindex, GL_VBOINDEX_TYPE, vbotex->indexarray );
pglDrawRangeElements( GL_TRIANGLES, 0, vbo->array_len, vbotex->curindex, GL_VBOINDEX_TYPE, vbotex->indexarray );
else
#endif
pglDrawElements( GL_LINES, vbotex->curindex, GL_VBOINDEX_TYPE, vbotex->indexarray );
pglEnable( GL_DEPTH_TEST );
pglEnable( GL_TEXTURE_2D );
GL_SelectTexture( XASH_TEXTURE1 );
pglEnable( GL_TEXTURE_2D );
R_SetDecalMode( false );
pglDrawElements( GL_TRIANGLES, vbotex->curindex, GL_VBOINDEX_TYPE, vbotex->indexarray );
// draw debug lines
if( gl_wireframe.value && !skiplighting )
{
R_SetDecalMode( true );
pglDisable( GL_TEXTURE_2D );
GL_SelectTexture( XASH_TEXTURE0 );
pglDisable( GL_TEXTURE_2D );
pglDisable( GL_DEPTH_TEST );
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
if( pglDrawRangeElements )
pglDrawRangeElements( GL_LINES, 0, vbo->array_len, vbotex->curindex, GL_VBOINDEX_TYPE, vbotex->indexarray );
else
#endif
pglDrawElements( GL_LINES, vbotex->curindex, GL_VBOINDEX_TYPE, vbotex->indexarray );
pglEnable( GL_DEPTH_TEST );
pglEnable( GL_TEXTURE_2D );
GL_SelectTexture( XASH_TEXTURE1 );
pglEnable( GL_TEXTURE_2D );
R_SetDecalMode( false );
}
}
//Msg( "%d %d %d\n", vbo->array_len, vbotex->len, lightmap );
if( skiplighting )
{

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