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-rw-r--r--src/mesa/drivers/common/meta.c48
-rw-r--r--src/mesa/drivers/dri/r300/r300_vertprog.c15
2 files changed, 35 insertions, 28 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index 532b2c92635..21756786c54 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -236,7 +236,6 @@ struct copypix_state
struct drawpix_state
{
GLuint ArrayObj;
- GLuint VBO;
GLuint StencilFP; /**< Fragment program for drawing stencil images */
GLuint DepthFP; /**< Fragment program for drawing depth images */
@@ -327,7 +326,6 @@ _mesa_meta_free(GLcontext *ctx)
_mesa_DeleteVertexArraysAPPLE(1, &meta->CopyPix.ArrayObj);
/* glDrawPixels */
- _mesa_DeleteBuffersARB(1, & meta->DrawPix.VBO);
_mesa_DeleteVertexArraysAPPLE(1, &meta->DrawPix.ArrayObj);
_mesa_DeletePrograms(1, &meta->DrawPix.DepthFP);
_mesa_DeletePrograms(1, &meta->DrawPix.StencilFP);
@@ -1585,6 +1583,7 @@ _mesa_meta_DrawPixels(GLcontext *ctx,
GLenum texIntFormat;
GLboolean fallback, newTex;
GLbitfield metaExtraSave = 0x0;
+ GLuint vbo;
/*
* Determine if we can do the glDrawPixels with texture mapping.
@@ -1664,30 +1663,6 @@ _mesa_meta_DrawPixels(GLcontext *ctx,
META_VIEWPORT |
metaExtraSave));
- if (drawpix->ArrayObj == 0) {
- /* one-time setup */
-
- /* create vertex array object */
- _mesa_GenVertexArrays(1, &drawpix->ArrayObj);
- _mesa_BindVertexArray(drawpix->ArrayObj);
-
- /* create vertex array buffer */
- _mesa_GenBuffersARB(1, &drawpix->VBO);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawpix->VBO);
- _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
- NULL, GL_DYNAMIC_DRAW_ARB);
-
- /* setup vertex arrays */
- _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
- _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
- _mesa_EnableClientState(GL_VERTEX_ARRAY);
- _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
- }
- else {
- _mesa_BindVertexArray(drawpix->ArrayObj);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawpix->VBO);
- }
-
newTex = alloc_texture(tex, width, height, texIntFormat);
/* vertex positions, texcoords (after texture allocation!) */
@@ -1718,10 +1693,25 @@ _mesa_meta_DrawPixels(GLcontext *ctx,
verts[3].z = z;
verts[3].s = 0.0F;
verts[3].t = tex->Ttop;
+ }
- /* upload new vertex data */
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ if (drawpix->ArrayObj == 0) {
+ /* one-time setup: create vertex array object */
+ _mesa_GenVertexArrays(1, &drawpix->ArrayObj);
}
+ _mesa_BindVertexArray(drawpix->ArrayObj);
+
+ /* create vertex array buffer */
+ _mesa_GenBuffersARB(1, &vbo);
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, vbo);
+ _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ verts, GL_DYNAMIC_DRAW_ARB);
+
+ /* setup vertex arrays */
+ _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
+ _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
+ _mesa_EnableClientState(GL_VERTEX_ARRAY);
+ _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
/* set given unpack params */
ctx->Unpack = *unpack;
@@ -1792,6 +1782,8 @@ _mesa_meta_DrawPixels(GLcontext *ctx,
_mesa_set_enable(ctx, tex->Target, GL_FALSE);
+ _mesa_DeleteBuffersARB(1, &vbo);
+
/* restore unpack params */
ctx->Unpack = unpackSave;
diff --git a/src/mesa/drivers/dri/r300/r300_vertprog.c b/src/mesa/drivers/dri/r300/r300_vertprog.c
index 0cb7dde985b..2f7b67c1431 100644
--- a/src/mesa/drivers/dri/r300/r300_vertprog.c
+++ b/src/mesa/drivers/dri/r300/r300_vertprog.c
@@ -43,6 +43,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
#include "compiler/radeon_compiler.h"
#include "compiler/radeon_nqssadce.h"
#include "r300_context.h"
+#include "r300_fragprog_common.h"
#include "r300_state.h"
/**
@@ -298,6 +299,20 @@ struct r300_vertex_program * r300SelectAndTranslateVertexShader(GLcontext *ctx)
struct r300_vertex_program *vp;
vpc = (struct r300_vertex_program_cont *)ctx->VertexProgram._Current;
+
+ if (!r300->selected_fp) {
+ /* This can happen when GetProgramiv is called to check
+ * whether the program runs natively.
+ *
+ * To be honest, this is not a very good solution,
+ * but solving the problem of reporting good values
+ * for those queries is tough anyway considering that
+ * we recompile vertex programs based on the precise
+ * fragment program that is in use.
+ */
+ r300SelectAndTranslateFragmentShader(ctx);
+ }
+
wanted_key.FpReads = r300->selected_fp->InputsRead;
wanted_key.FogAttr = r300->selected_fp->fog_attr;
wanted_key.WPosAttr = r300->selected_fp->wpos_attr;