We don't need to call bind_arrays in the vbo module if the states
which the function depends on are not dirty.
GLuint RestartIndex;
GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
+ GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
/* GL_ARB_vertex_buffer_object */
struct gl_buffer_object *ArrayBufferObj;
ctx->NewState = 0;
ctx->Driver.UpdateState(ctx, new_state);
ctx->Array.NewState = 0;
+ if (!ctx->Array.RebindArrays)
+ ctx->Array.RebindArrays = (new_state & (_NEW_ARRAY | _NEW_PROGRAM)) != 0;
}
static void
bind_arrays(struct gl_context *ctx)
{
+ if (!ctx->Array.RebindArrays) {
+ return;
+ }
+
bind_array_obj(ctx);
recalculate_input_bindings(ctx);
+ ctx->Array.RebindArrays = GL_FALSE;
}