*/
set_scene_state( setup, SETUP_FLUSHED );
+ /*
+ * Ensure the old scene is not reused.
+ */
+ assert(!setup->scene);
+
/* Set new state. This will be picked up later when we next need a
* scene.
*/
memset(pq->count, 0, sizeof(pq->count)); /* reset all counters */
+ set_scene_state( setup, SETUP_ACTIVE );
+
cmd_arg.query_obj = pq;
lp_scene_bin_everywhere(scene, lp_rast_begin_query, cmd_arg);
pq->binned = TRUE;
struct lp_scene * scene = lp_setup_get_current_scene(setup);
union lp_rast_cmd_arg cmd_arg;
+ set_scene_state( setup, SETUP_ACTIVE );
+
cmd_arg.query_obj = pq;
lp_scene_bin_everywhere(scene, lp_rast_end_query, cmd_arg);
}
lp_setup_get_vertex_info(struct vbuf_render *vbr)
{
struct lp_setup_context *setup = lp_setup_context(vbr);
-
- /* vertex size/info depends on the latest state */
- lp_setup_update_state(setup);
-
return setup->vertex_info;
}