vbo: don't call _glapi_set_dispatch for GL_COMPILE_AND_EXECUTE loopback
It uses Exec directly, so this didn't do anything. Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18828>
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@@ -972,10 +972,6 @@ end:
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/* Deal with GL_COMPILE_AND_EXECUTE:
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/* Deal with GL_COMPILE_AND_EXECUTE:
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*/
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*/
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if (ctx->ExecuteFlag) {
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if (ctx->ExecuteFlag) {
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struct _glapi_table *dispatch = GET_DISPATCH();
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_glapi_set_dispatch(ctx->Exec);
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/* _vbo_loopback_vertex_list doesn't use the index buffer, so we have to
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/* _vbo_loopback_vertex_list doesn't use the index buffer, so we have to
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* use buffer_in_ram (which contains all vertices) instead of current_bo
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* use buffer_in_ram (which contains all vertices) instead of current_bo
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* (which contains deduplicated vertices *when* UseLoopback is false).
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* (which contains deduplicated vertices *when* UseLoopback is false).
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@@ -989,8 +985,6 @@ end:
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vao->BufferBinding[0].Offset = -(GLintptr)(start_offset * stride);
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vao->BufferBinding[0].Offset = -(GLintptr)(start_offset * stride);
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_vbo_loopback_vertex_list(ctx, node, save->vertex_store->buffer_in_ram);
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_vbo_loopback_vertex_list(ctx, node, save->vertex_store->buffer_in_ram);
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vao->BufferBinding[0].Offset = original;
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vao->BufferBinding[0].Offset = original;
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_glapi_set_dispatch(dispatch);
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}
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}
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/* Reset our structures for the next run of vertices:
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/* Reset our structures for the next run of vertices:
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