mesa: The glArrayElement api is independent of the current program.

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>
This commit is contained in:
Mathias Fröhlich 2018-05-13 09:18:57 +02:00 committed by Mathias Fröhlich
parent 984cb4e512
commit 6fac626193
2 changed files with 2 additions and 2 deletions

View file

@ -1823,7 +1823,7 @@ _ae_invalidate_state(struct gl_context *ctx)
* 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;

View file

@ -157,7 +157,7 @@ vbo_exec_invalidate_state(struct gl_context *ctx)
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)