vbo: Array draw must not care about glBegin/glEnd vbo mapping.
In array draw do not check if the vertex buffer object that is used to implement immediate mode glBegin/glEnd is mapped. Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de> Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Eric Anholt <eric@anholt.net>
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@ -76,22 +76,6 @@ check_input_buffers_are_unmapped(const struct gl_vertex_array_object *vao)
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}
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}
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/**
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* A debug function that may be called from other parts of Mesa as
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* needed during debugging.
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*/
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static bool
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check_buffers_are_unmapped(struct gl_context *ctx)
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{
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struct vbo_context *vbo = vbo_context(ctx);
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struct vbo_exec_context *exec = &vbo->exec;
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/* check the current vertex arrays */
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return !_mesa_check_disallowed_mapping(exec->vtx.bufferobj) &&
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check_input_buffers_are_unmapped(ctx->Array.VAO);
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}
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/**
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/**
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* Check that element 'j' of the array has reasonable data.
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* Check that element 'j' of the array has reasonable data.
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* Map VBO if needed.
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* Map VBO if needed.
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@ -446,7 +430,7 @@ vbo_bind_arrays(struct gl_context *ctx)
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}
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}
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}
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}
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if (!check_buffers_are_unmapped(ctx)) {
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if (!check_input_buffers_are_unmapped(ctx->Array.VAO)) {
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_mesa_error(ctx, GL_INVALID_OPERATION,
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_mesa_error(ctx, GL_INVALID_OPERATION,
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"draw call (vertex buffers are mapped)");
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"draw call (vertex buffers are mapped)");
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return false;
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return false;
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