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meta: Don't save or restore the renderbuffer binding
Nothing left in meta does anything with the RBO binding, so we don't need to save or restore it. The FBO binding is still modified. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
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2 changed files with 1 additions and 7 deletions
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@ -848,8 +848,6 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
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save->DrawBufferName = ctx->DrawBuffer->Name;
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save->ReadBufferName = ctx->ReadBuffer->Name;
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save->RenderbufferName = (ctx->CurrentRenderbuffer ?
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ctx->CurrentRenderbuffer->Name : 0);
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}
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}
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@ -1241,10 +1239,6 @@ _mesa_meta_end(struct gl_context *ctx)
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if (ctx->ReadBuffer->Name != save->ReadBufferName)
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_mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName);
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if (!ctx->CurrentRenderbuffer ||
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ctx->CurrentRenderbuffer->Name != save->RenderbufferName)
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_mesa_BindRenderbuffer(GL_RENDERBUFFER, save->RenderbufferName);
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if (state & MESA_META_DRAW_BUFFERS) {
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_mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
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save->ColorDrawBuffers, NULL);
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@ -186,7 +186,7 @@ struct save_state
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GLboolean RasterDiscard;
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GLboolean TransformFeedbackNeedsResume;
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GLuint DrawBufferName, ReadBufferName, RenderbufferName;
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GLuint DrawBufferName, ReadBufferName;
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/** MESA_META_DRAW_BUFFERS */
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GLenum ColorDrawBuffers[MAX_DRAW_BUFFERS];
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