All the shader program dependent handling is done on the level
of the gl_Context::Array._DrawVAO/_DrawVAOEnabledAttribs.
So, skip array element invalidation on _NEW_PROGRAM.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
* Luckily, neither the drivers nor tnl muck with the state that
* concerns us here:
*/
- assert(ctx->NewState & (_NEW_ARRAY | _NEW_PROGRAM));
+ assert(ctx->NewState & _NEW_ARRAY);
assert(!actx->mapped_vbos);
actx->dirty_state = true;
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
- if (ctx->NewState & (_NEW_PROGRAM | _NEW_ARRAY)) {
+ if (ctx->NewState & _NEW_ARRAY) {
_ae_invalidate_state(ctx);
}
if (ctx->NewState & _NEW_EVAL)