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authorMarek Olšák <[email protected]>2012-04-16 03:34:22 +0200
committerMarek Olšák <[email protected]>2012-04-19 14:47:21 +0200
commit784dd51198433e5c299da4a7742c68d21d68d1c1 (patch)
tree82bfb55116d13e2738114f321a33bd69d60892a2 /src/mesa/main/state.c
parent0de5a21470b3bff9b7c8714e5d960d5ed9d01b9c (diff)
mesa,vbo: properly detect when vertex arrays need to be recalculated
This moves the RebindArrays flag into the vbo module, consolidates the code, and adds missing vbo_draw_method calls. Also with this change, the vertex arrays are not needlessly recalculated twice. The issue with the old code was: - If recalculate_input_bindings updates vp_varying_inputs, _NEW_ARRAY is set. - _mesa_update_state is called and the vp_varying_inputs change causes regeneration of the fixed-function shaders, which also sets _NEW_PROGRAM. - The occurence of either _NEW_ARRAY or _NEW_PROGRAM sets the recalculate_inputs flag to TRUE again. - The new code sets the flag to FALSE after the second _mesa_update_state, because there can't possibly be any change which would require recalculating the arrays. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Mathias Fröhlich <[email protected]>
Diffstat (limited to 'src/mesa/main/state.c')
-rw-r--r--src/mesa/main/state.c2
1 files changed, 0 insertions, 2 deletions
diff --git a/src/mesa/main/state.c b/src/mesa/main/state.c
index 2e9f021619f..c953efc8127 100644
--- a/src/mesa/main/state.c
+++ b/src/mesa/main/state.c
@@ -582,8 +582,6 @@ _mesa_update_state_locked( struct gl_context *ctx )
ctx->NewState = 0;
ctx->Driver.UpdateState(ctx, new_state);
ctx->Array.NewState = 0;
- if (!ctx->Array.RebindArrays)
- ctx->Array.RebindArrays = (new_state & (_NEW_ARRAY | _NEW_PROGRAM)) != 0;
}