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authorMarek Olšák <[email protected]>2012-04-22 19:21:45 +0200
committerMarek Olšák <[email protected]>2012-04-23 22:58:02 +0200
commit802ca81e260f6ccfe2cf492e96b2887131bed09c (patch)
treee40ad385a6676ca5cd4fc4e305307839a58625eb /src/mesa/vbo/vbo_save_draw.c
parent6fc565a94bc0de7ad617c28db7b8b6dfa4102d49 (diff)
vbo: call UpdateState directly when notifying a driver about _NEW_ARRAY
Core Mesa doesn't need to know about this. This also removes the hack in recalculate_input_bindings. Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/mesa/vbo/vbo_save_draw.c')
-rw-r--r--src/mesa/vbo/vbo_save_draw.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/vbo/vbo_save_draw.c b/src/mesa/vbo/vbo_save_draw.c
index 57186de6460..88a9a7e3462 100644
--- a/src/mesa/vbo/vbo_save_draw.c
+++ b/src/mesa/vbo/vbo_save_draw.c
@@ -209,11 +209,11 @@ static void vbo_bind_vertex_list(struct gl_context *ctx,
buffer_offset += node_attrsz[src] * sizeof(GLfloat);
varying_inputs |= VERT_BIT(attr);
- ctx->NewState |= _NEW_ARRAY;
}
}
_mesa_set_varying_vp_inputs( ctx, varying_inputs );
+ ctx->Driver.UpdateState(ctx, _NEW_ARRAY);
}