*/
void vbo_exec_invalidate_state( struct gl_context *ctx, GLuint new_state )
{
- struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct vbo_exec_context *exec = &vbo->exec;
- if (new_state & (_NEW_PROGRAM|_NEW_ARRAY)) {
+ 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)
if (exec->array.recalculate_inputs) {
recalculate_input_bindings(ctx);
+ exec->array.recalculate_inputs = GL_FALSE;
/* Again... because we may have changed the bitmask of per-vertex varying
* attributes. If we regenerate the fixed-function vertex program now
* need in the shader.
*/
if (ctx->NewState) {
+ /* Setting "validating" to TRUE prevents _mesa_update_state from
+ * invalidating what we just did.
+ */
+ exec->validating = GL_TRUE;
_mesa_update_state(ctx);
+ exec->validating = GL_FALSE;
}
-
- exec->array.recalculate_inputs = GL_FALSE;
}
}