diff options
author | Brian Paul <brianp@vmware.com> | 2010-01-29 08:38:11 -0700 |
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committer | Brian Paul <brianp@vmware.com> | 2010-01-29 08:38:11 -0700 |
commit | a38859569dca1d8b139c4c451499bf6e328379e9 (patch) | |
tree | b8644ec6f7cddfa2fbd7241c41df0087d944ae6b /src | |
parent | 364b008d183a608cecac938e44e4c19c3c68e84b (diff) | |
download | mesa-a38859569dca1d8b139c4c451499bf6e328379e9.tar.gz |
mesa: do state validation in _mesa_valid_to_render()
...rather than checking/validating before all the calls to
_mesa_valid_to_render() and valid_to_render().
The next patch will actually fix some bugs...
(cherry picked from commit 23eda89ec89e2bd5bc26077bd56e8d6b5d4040d4)
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/main/api_validate.c | 9 | ||||
-rw-r--r-- | src/mesa/main/context.c | 4 |
2 files changed, 4 insertions, 9 deletions
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c index e71e5a6ce86..013048bbc16 100644 --- a/src/mesa/main/api_validate.c +++ b/src/mesa/main/api_validate.c @@ -190,9 +190,6 @@ _mesa_validate_DrawElements(GLcontext *ctx, return GL_FALSE; } - if (ctx->NewState) - _mesa_update_state(ctx); - if (!check_valid_to_render(ctx, "glDrawElements")) return GL_FALSE; @@ -254,9 +251,6 @@ _mesa_validate_DrawRangeElements(GLcontext *ctx, GLenum mode, return GL_FALSE; } - if (ctx->NewState) - _mesa_update_state(ctx); - if (!check_valid_to_render(ctx, "glDrawRangeElements")) return GL_FALSE; @@ -304,9 +298,6 @@ _mesa_validate_DrawArrays(GLcontext *ctx, return GL_FALSE; } - if (ctx->NewState) - _mesa_update_state(ctx); - if (!check_valid_to_render(ctx, "glDrawArrays")) return GL_FALSE; diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c index a570506d57b..eb6bc8e4369 100644 --- a/src/mesa/main/context.c +++ b/src/mesa/main/context.c @@ -1578,6 +1578,10 @@ _mesa_set_mvp_with_dp4( GLcontext *ctx, GLboolean _mesa_valid_to_render(GLcontext *ctx, const char *where) { + /* This depends on having up to date derived state (shaders) */ + if (ctx->NewState) + _mesa_update_state(ctx); + if (ctx->Shader.CurrentProgram) { /* using shaders */ if (!ctx->Shader.CurrentProgram->LinkStatus) { |