From 781f84a3c2f7a06cb9e6cc44b8d5d08b39577c25 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Tue, 7 Feb 2012 13:08:53 -0700 Subject: 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 --- src/mesa/vbo/vbo_save.h | 8 ++++++++ 1 file changed, 8 insertions(+) (limited to 'src/mesa/vbo/vbo_save.h') 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 -- cgit v1.2.3