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-rw-r--r--src/mesa/main/context.c10
1 files changed, 9 insertions, 1 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
index b132030b9b1..f42a566c302 100644
--- a/src/mesa/main/context.c
+++ b/src/mesa/main/context.c
@@ -535,6 +535,7 @@ _mesa_init_constants(struct gl_context *ctx)
assert(ctx);
/* Constants, may be overriden (usually only reduced) by device drivers */
+ ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
@@ -1399,6 +1400,8 @@ _mesa_make_current( struct gl_context *newCtx,
struct gl_framebuffer *drawBuffer,
struct gl_framebuffer *readBuffer )
{
+ GET_CURRENT_CONTEXT(curCtx);
+
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(newCtx, "_mesa_make_current()\n");
@@ -1419,6 +1422,11 @@ _mesa_make_current( struct gl_context *newCtx,
}
}
+ if (curCtx &&
+ (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) && /* make sure this context is valid for flushing */
+ curCtx != newCtx)
+ _mesa_flush(curCtx);
+
/* We used to call _glapi_check_multithread() here. Now do it in drivers */
_glapi_set_context((void *) newCtx);
ASSERT(_mesa_get_current_context() == newCtx);
@@ -1822,7 +1830,7 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
#ifdef DEBUG
if (ctx->Shader.Flags & GLSL_LOG) {
struct gl_shader_program *shProg[MESA_SHADER_TYPES];
- unsigned i;
+ gl_shader_type i;
shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;