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authorIan Romanick <[email protected]>2004-07-05 22:40:54 +0000
committerIan Romanick <[email protected]>2004-07-05 22:40:54 +0000
commit6c5402bccdc83173f645de34830a45cbb52436a4 (patch)
tree40d9b14b5f6feb9519820456722930b02594204d /src/mesa/glapi/glapi.c
parent8a088535368d4e6b3e7b5fd94f982122644a311c (diff)
Another "if it ain't broke, don't fix it" moment. Revert some more
code in _glapi_set_dispatch to its 1.74 form. This fixes a "problem" with buggy apps that make GL calls with no bound GL context (i.e., Enemy Territory during shut-down).
Diffstat (limited to 'src/mesa/glapi/glapi.c')
-rw-r--r--src/mesa/glapi/glapi.c21
1 files changed, 8 insertions, 13 deletions
diff --git a/src/mesa/glapi/glapi.c b/src/mesa/glapi/glapi.c
index 4c005a9d0cb..ecdf5306bb3 100644
--- a/src/mesa/glapi/glapi.c
+++ b/src/mesa/glapi/glapi.c
@@ -294,24 +294,19 @@ _glapi_get_context(void)
void
_glapi_set_dispatch(struct _glapi_table *dispatch)
{
- struct _glapi_table * old_style_dispatch;
-
-
- /* Use the no-op functions if a NULL dispatch table was requested.
- */
-
- old_style_dispatch = (dispatch == NULL)
- ? (struct _glapi_table *) __glapi_noop_table : dispatch;
-
+ if (!dispatch) {
+ /* use the no-op functions */
+ dispatch = (struct _glapi_table *) __glapi_noop_table;
+ }
#ifdef DEBUG
- if (dispatch != NULL) {
+ else {
_glapi_check_table(dispatch);
}
#endif
#if defined(THREADS)
if (DispatchOverride) {
- _glthread_SetTSD(&RealDispatchTSD, (void *) old_style_dispatch);
+ _glthread_SetTSD(&RealDispatchTSD, (void *) dispatch);
if (ThreadSafe)
_glapi_RealDispatch = (struct _glapi_table*) __glapi_threadsafe_table;
else
@@ -319,13 +314,13 @@ _glapi_set_dispatch(struct _glapi_table *dispatch)
}
else {
/* normal operation */
- _glthread_SetTSD(&_gl_DispatchTSD, (void *) old_style_dispatch);
+ _glthread_SetTSD(&_gl_DispatchTSD, (void *) dispatch);
if (ThreadSafe) {
_glapi_Dispatch = (struct _glapi_table *) __glapi_threadsafe_table;
_glapi_DispatchTSD = NULL;
}
else {
- _glapi_Dispatch = old_style_dispatch;
+ _glapi_Dispatch = dispatch;
_glapi_DispatchTSD = dispatch;
}
}