mesa: Compute gl_client_array->_MaxElement during array validation
Used to be done in the glVertex/Normal/Color/etc/Pointer() calls but if the VBO was reallocated the size could change. New _NEW_BUFFER_OBJECT state flag.
This commit is contained in:
@@ -958,6 +958,8 @@ _mesa_BufferDataARB(GLenum target, GLsizeiptrARB size,
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bufObj->Pointer = NULL;
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}
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FLUSH_VERTICES(ctx, _NEW_BUFFER_OBJECT);
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ASSERT(ctx->Driver.BufferData);
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/* Give the buffer object to the driver! <data> may be null! */
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@@ -2619,6 +2619,7 @@ struct gl_matrix_stack
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#define _NEW_PROGRAM 0x8000000 /**< __GLcontextRec::VertexProgram */
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#define _NEW_CURRENT_ATTRIB 0x10000000 /**< __GLcontextRec::Current */
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#define _NEW_PROGRAM_CONSTANTS 0x20000000
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#define _NEW_BUFFER_OBJECT 0x40000000
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#define _NEW_ALL ~0
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/*@}*/
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+61
-27
@@ -64,97 +64,131 @@ update_separate_specular(GLcontext *ctx)
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/**
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* Update state dependent on vertex arrays.
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* Compute the index of the last array element that can be safely accessed
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* in a vertex array. We can really only do this when the array lives in
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* a VBO.
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* The array->_MaxElement field will be updated.
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* Later in glDrawArrays/Elements/etc we can do some bounds checking.
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*/
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static void
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compute_max_element(struct gl_client_array *array)
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{
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assert(array->Enabled);
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if (array->BufferObj->Name) {
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/* Compute the max element we can access in the VBO without going
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* out of bounds.
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*/
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array->_MaxElement = ((GLsizeiptrARB) array->BufferObj->Size
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- (GLsizeiptrARB) array->Ptr + array->StrideB
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- array->_ElementSize) / array->StrideB;
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}
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else {
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/* user-space array, no idea how big it is */
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array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */
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}
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}
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/**
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* Helper for update_arrays().
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* \return min(current min, array->_MaxElement).
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*/
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static GLuint
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update_min(GLuint min, struct gl_client_array *array)
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{
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compute_max_element(array);
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return MIN2(min, array->_MaxElement);
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}
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/**
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* Update ctx->Array._MaxElement (the max legal index into all enabled arrays).
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* Need to do this upon new array state or new buffer object state.
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*/
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static void
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update_arrays( GLcontext *ctx )
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{
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const struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
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GLuint i, min;
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struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
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GLuint i, min = ~0;
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/* find min of _MaxElement values for all enabled arrays */
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/* 0 */
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if (ctx->VertexProgram._Current
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&& arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
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min = arrayObj->VertexAttrib[VERT_ATTRIB_POS]._MaxElement;
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min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_POS]);
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}
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else if (arrayObj->Vertex.Enabled) {
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min = arrayObj->Vertex._MaxElement;
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}
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else {
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/* can't draw anything without vertex positions! */
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min = 0;
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min = update_min(min, &arrayObj->Vertex);
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}
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/* 1 */
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if (ctx->VertexProgram._Enabled
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&& arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) {
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min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]._MaxElement);
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min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]);
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}
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/* no conventional vertex weight array */
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/* 2 */
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if (ctx->VertexProgram._Enabled
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&& arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
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min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]._MaxElement);
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min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]);
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}
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else if (arrayObj->Normal.Enabled) {
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min = MIN2(min, arrayObj->Normal._MaxElement);
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min = update_min(min, &arrayObj->Normal);
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}
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/* 3 */
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if (ctx->VertexProgram._Enabled
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&& arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
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min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]._MaxElement);
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min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]);
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}
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else if (arrayObj->Color.Enabled) {
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min = MIN2(min, arrayObj->Color._MaxElement);
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min = update_min(min, &arrayObj->Color);
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}
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/* 4 */
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if (ctx->VertexProgram._Enabled
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&& arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
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min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]._MaxElement);
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min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]);
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}
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else if (arrayObj->SecondaryColor.Enabled) {
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min = MIN2(min, arrayObj->SecondaryColor._MaxElement);
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min = update_min(min, &arrayObj->SecondaryColor);
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}
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/* 5 */
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if (ctx->VertexProgram._Enabled
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&& arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
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min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_FOG]._MaxElement);
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min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_FOG]);
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}
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else if (arrayObj->FogCoord.Enabled) {
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min = MIN2(min, arrayObj->FogCoord._MaxElement);
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min = update_min(min, &arrayObj->FogCoord);
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}
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/* 6 */
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if (ctx->VertexProgram._Enabled
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&& arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
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min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]._MaxElement);
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min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]);
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}
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else if (arrayObj->Index.Enabled) {
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min = MIN2(min, arrayObj->Index._MaxElement);
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min = update_min(min, &arrayObj->Index);
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}
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/* 7 */
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if (ctx->VertexProgram._Enabled
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&& arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
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min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]._MaxElement);
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min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]);
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}
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/* 8..15 */
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for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) {
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if (ctx->VertexProgram._Enabled
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&& arrayObj->VertexAttrib[i].Enabled) {
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min = MIN2(min, arrayObj->VertexAttrib[i]._MaxElement);
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min = update_min(min, &arrayObj->VertexAttrib[i]);
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}
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else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits
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&& arrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) {
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min = MIN2(min, arrayObj->TexCoord[i - VERT_ATTRIB_TEX0]._MaxElement);
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min = update_min(min, &arrayObj->TexCoord[i - VERT_ATTRIB_TEX0]);
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}
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}
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@@ -162,13 +196,13 @@ update_arrays( GLcontext *ctx )
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if (ctx->VertexProgram._Current) {
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for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
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if (arrayObj->VertexAttrib[i].Enabled) {
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min = MIN2(min, arrayObj->VertexAttrib[i]._MaxElement);
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min = update_min(min, &arrayObj->VertexAttrib[i]);
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}
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}
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}
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if (arrayObj->EdgeFlag.Enabled) {
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min = MIN2(min, arrayObj->EdgeFlag._MaxElement);
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min = update_min(min, &arrayObj->EdgeFlag);
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}
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/* _MaxElement is one past the last legal array element */
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@@ -548,7 +582,7 @@ _mesa_update_state_locked( GLcontext *ctx )
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if (new_state & _DD_NEW_SEPARATE_SPECULAR)
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update_separate_specular( ctx );
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if (new_state & (_NEW_ARRAY | _NEW_PROGRAM))
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if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
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update_arrays( ctx );
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if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
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@@ -65,22 +65,9 @@ update_array(GLcontext *ctx, struct gl_client_array *array,
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array->Ptr = (const GLubyte *) ptr;
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array->_ElementSize = elementSize;
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#if FEATURE_ARB_vertex_buffer_object
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_mesa_reference_buffer_object(ctx, &array->BufferObj,
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ctx->Array.ArrayBufferObj);
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/* Compute the index of the last array element that's inside the buffer.
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* Later in glDrawArrays we'll check if start + count > _MaxElement to
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* be sure we won't go out of bounds.
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*/
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if (array->BufferObj->Name)
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array->_MaxElement = ((GLsizeiptrARB) array->BufferObj->Size
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- (GLsizeiptrARB) array->Ptr + array->StrideB
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- elementSize) / array->StrideB;
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else
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#endif
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array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */
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ctx->NewState |= _NEW_ARRAY;
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ctx->Array.NewState |= dirtyBit;
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}
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