mesa: Update _ElementSize in a few more places.
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@@ -145,6 +145,7 @@ static void init_mat_currval(struct gl_context *ctx)
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cl->Stride = 0;
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cl->StrideB = 0;
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cl->Enabled = 1;
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cl->_ElementSize = cl->Size * sizeof(GLfloat);
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_mesa_reference_buffer_object(ctx, &cl->BufferObj,
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ctx->Shared->NullBufferObj);
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}
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@@ -168,6 +168,8 @@ static void vbo_exec_copy_to_current( struct vbo_exec_context *exec )
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* directly.
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*/
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vbo->currval[i].Size = exec->vtx.attrsz[i];
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assert(vbo->currval[i].Type == GL_FLOAT);
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vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat);
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/* This triggers rather too much recalculation of Mesa state
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* that doesn't get used (eg light positions).
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@@ -90,6 +90,8 @@ _playback_copy_to_current(struct gl_context *ctx,
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memcpy(current, tmp, 4 * sizeof(GLfloat));
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vbo->currval[i].Size = node->attrsz[i];
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assert(vbo->currval[i].Type == GL_FLOAT);
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vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat);
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if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
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i <= VBO_ATTRIB_LAST_MATERIAL)
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