Set _NEW_BUFFERS in glRead/DrawBuffer().
Previously, we set _NEW_PIXEL and _NEW_COLOR in these functions, respectively. That correponds to the GL attribute groups, but doesn't make much sense otherwise. This could improve validation efficiency in a few places too. It looks like all the drivers are already checking for _NEW_BUFFERS in the right places (since that's the bit for FBO state) so we can trim out _NEW_PIXEL and _NEW_COLOR at any time.
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@@ -841,7 +841,7 @@ xmesa_update_state( GLcontext *ctx, GLbitfield new_state )
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* GL_DITHER, GL_READ/DRAW_BUFFER, buffer binding state, etc. effect
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* renderbuffer span/clear funcs.
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*/
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if (new_state & (_NEW_COLOR | _NEW_PIXEL | _NEW_BUFFERS)) {
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if (new_state & (_NEW_COLOR | _NEW_BUFFERS)) {
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XMesaBuffer xmbuf = XMESA_BUFFER(ctx->DrawBuffer);
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struct xmesa_renderbuffer *front_xrb, *back_xrb;
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@@ -527,7 +527,7 @@ _mesa_drawbuffers(GLcontext *ctx, GLuint n, const GLenum *buffers,
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set_color_output(ctx, output, GL_NONE, 0x0);
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}
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ctx->NewState |= _NEW_COLOR;
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ctx->NewState |= _NEW_BUFFERS;
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}
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@@ -588,7 +588,7 @@ _mesa_ReadBuffer(GLenum buffer)
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if (!_mesa_readbuffer_update_fields(ctx, buffer))
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return;
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ctx->NewState |= _NEW_PIXEL;
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ctx->NewState |= _NEW_BUFFERS;
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/*
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* Call device driver function.
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@@ -1170,7 +1170,7 @@ _mesa_update_state_locked( GLcontext *ctx )
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if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
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_mesa_update_texture( ctx, new_state );
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if (new_state & (_NEW_BUFFERS | _NEW_COLOR | _NEW_PIXEL))
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if (new_state & _NEW_BUFFERS)
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_mesa_update_framebuffer(ctx);
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if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
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@@ -85,14 +85,10 @@ update_framebuffer_state( struct st_context *st )
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}
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/**
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* Note that glDrawBuffer() sets _NEW_COLOR, not _NEW_BUFFER.
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*/
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const struct st_tracked_state st_update_framebuffer = {
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.name = "st_update_framebuffer",
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.dirty = {
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.mesa = (_NEW_BUFFERS | _NEW_COLOR),
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.mesa = _NEW_BUFFERS,
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.st = 0,
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},
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.update = update_framebuffer_state
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