meta: Don't save or restore the VBO binding

Nothing left in meta does anything with the VBO binding, so we don't
need to save or restore it.  The VAO binding is still modified.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
(cherry picked from commit c63f9c735d)
This commit is contained in:
Ian Romanick 2015-11-05 14:48:58 -08:00
parent d1b7a1f5af
commit 3d2bf5a5f5
2 changed files with 0 additions and 7 deletions

View file

@ -745,8 +745,6 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
/* save vertex array object state */
_mesa_reference_vao(ctx, &save->VAO,
ctx->Array.VAO);
_mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
ctx->Array.ArrayBufferObj);
/* set some default state? */
}
@ -1156,10 +1154,6 @@ _mesa_meta_end(struct gl_context *ctx)
}
if (state & MESA_META_VERTEX) {
/* restore vertex buffer object */
_mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
_mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
/* restore vertex array object */
_mesa_BindVertexArray(save->VAO->Name);
_mesa_reference_vao(ctx, &save->VAO, NULL);

View file

@ -156,7 +156,6 @@ struct save_state
/** MESA_META_VERTEX */
struct gl_vertex_array_object *VAO;
struct gl_buffer_object *ArrayBufferObj;
/** MESA_META_VIEWPORT */
GLfloat ViewportX, ViewportY, ViewportW, ViewportH;