mesa: Leave aliasing of vertex and generic0 attribute to the dlist code.

Now that dlist compilation again knows if it is inside glBegin/glEnd,
we can leave the decision if aliasing should occur to the vertex attribute
setter functions instead of doing that at glArrayElement time.

Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
This commit is contained in:
Mathias Fröhlich
2019-04-29 07:23:58 +02:00
parent c869387d8a
commit c989661985
+1 -4
View File
@@ -1450,10 +1450,7 @@ _mesa_array_element(struct gl_context *ctx, GLint elt)
const gl_vert_attrib attrib = VERT_ATTRIB_GENERIC0;
const struct gl_array_attributes *array = &vao->VertexAttrib[attrib];
const void *src = attrib_src(vao, array, elt);
/* Use glVertex(v) instead of glVertexAttrib(0, v) to be sure it's
* issued as the last (provoking) attribute).
*/
func_nv(&array->Format)(0, src);
func_arb(&array->Format)(0, src);
} else if (vao->Enabled & VERT_BIT_POS) {
const gl_vert_attrib attrib = VERT_ATTRIB_POS;
const struct gl_array_attributes *array = &vao->VertexAttrib[attrib];