Mesa (master): mesa: do state validation in _mesa_valid_to_render()
Brian Paul
brianp at kemper.freedesktop.org
Fri Jan 29 15:44:58 UTC 2010
Module: Mesa
Branch: master
Commit: a38859569dca1d8b139c4c451499bf6e328379e9
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=a38859569dca1d8b139c4c451499bf6e328379e9
Author: Brian Paul <brianp at vmware.com>
Date: Fri Jan 29 08:38:11 2010 -0700
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)
---
src/mesa/main/api_validate.c | 9 ---------
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 e71e5a6..013048b 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 a570506..eb6bc8e 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) {
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