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authorBrian Paul <[email protected]>2012-02-07 13:08:53 -0700
committerBrian Paul <[email protected]>2012-02-09 08:18:50 -0700
commit781f84a3c2f7a06cb9e6cc44b8d5d08b39577c25 (patch)
treeaaea2a928d53df2ccc60332216b4b2cb65ac368e /src/mesa/vbo/vbo_save.h
parent8b4f7b0672d663273310fffa9490ad996f5b914a (diff)
vbo: unmap vertex store before executing lists
We don't want our VBOs mapped when we're drawing. This change checks if the vertex store VBO is mapped before we execute a list, unmaps it, then remaps it after drawing. This situation pops up when building a nested display list in GL_COMPILE_AND_EXECUTE mode. Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/mesa/vbo/vbo_save.h')
-rw-r--r--src/mesa/vbo/vbo_save.h8
1 files changed, 8 insertions, 0 deletions
diff --git a/src/mesa/vbo/vbo_save.h b/src/mesa/vbo/vbo_save.h
index 4d4a5bf1710..0b4d563a70e 100644
--- a/src/mesa/vbo/vbo_save.h
+++ b/src/mesa/vbo/vbo_save.h
@@ -187,6 +187,14 @@ void vbo_save_playback_vertex_list( struct gl_context *ctx, void *data );
void vbo_save_api_init( struct vbo_save_context *save );
+GLfloat *
+vbo_save_map_vertex_store(struct gl_context *ctx,
+ struct vbo_save_vertex_store *vertex_store);
+
+void
+vbo_save_unmap_vertex_store(struct gl_context *ctx,
+ struct vbo_save_vertex_store *vertex_store);
+
#else /* FEATURE_dlist */
static inline void