ctx->Driver.NeedFlush = 0;
ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
- ctx->Driver.BeginVertices = vbo_exec_BeginVertices;
- ctx->Driver.FlushVertices = vbo_exec_FlushVertices;
vbo_exec_invalidate_state( ctx, ~0 );
}
* invoked according to the state flags. That will have to wait for a
* mesa rework:
*/
-void vbo_exec_invalidate_state( struct gl_context *ctx, GLuint new_state )
+void vbo_exec_invalidate_state( struct gl_context *ctx, GLbitfield new_state )
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
if (!exec->validating && new_state & (_NEW_PROGRAM|_NEW_ARRAY)) {
exec->array.recalculate_inputs = GL_TRUE;
-
- /* If we ended up here because a VAO was deleted, the _DrawArrays
- * pointer which pointed to the VAO might be invalid now, so set it
- * to NULL. This prevents crashes in driver functions like Clear
- * where driver state validation might occur, but the vbo module is
- * still in an invalid state.
- *
- * Drivers should skip vertex array state validation if _DrawArrays
- * is NULL. It also has no effect on performance, because attrib
- * bindings will be recalculated anyway.
- */
- if (vbo->last_draw_method == DRAW_ARRAYS) {
- ctx->Array._DrawArrays = NULL;
- vbo->last_draw_method = DRAW_NONE;
- }
}
if (new_state & _NEW_EVAL)