mesa: Unbind deleted vbo using _mesa_bind_vertex_buffer.
When a vertex buffer object gets deleted, it is unbound at the VAO. To do this use _mesa_bind_vertex_buffer instead of plain unreferencing the buffer object. This keeps the VAOs internal state consistent. In this case it showed up with gl_vertex_array_object::VertexAttribBufferMask getting out of sync. Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de> Reviewed-by: Eric Anholt <eric@anholt.net>
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@@ -44,6 +44,7 @@
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#include "glformats.h"
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#include "texstore.h"
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#include "transformfeedback.h"
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#include "varray.h"
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/* Debug flags */
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@@ -1199,11 +1200,13 @@ _mesa_multi_bind_lookup_bufferobj(struct gl_context *ctx,
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*/
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static void
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unbind(struct gl_context *ctx,
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struct gl_buffer_object **ptr,
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struct gl_vertex_array_object *vao, unsigned index,
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struct gl_buffer_object *obj)
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{
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if (*ptr == obj) {
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_mesa_reference_buffer_object(ctx, ptr, ctx->Shared->NullBufferObj);
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if (vao->VertexBinding[index].BufferObj == obj) {
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_mesa_bind_vertex_buffer(ctx, vao, index, ctx->Shared->NullBufferObj,
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vao->VertexBinding[index].Offset,
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vao->VertexBinding[index].Stride);
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}
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}
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@@ -1302,7 +1305,7 @@ _mesa_DeleteBuffers(GLsizei n, const GLuint *ids)
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/* unbind any vertex pointers bound to this buffer */
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for (j = 0; j < ARRAY_SIZE(vao->VertexBinding); j++) {
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unbind(ctx, &vao->VertexBinding[j].BufferObj, bufObj);
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unbind(ctx, vao, j, bufObj);
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}
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if (ctx->Array.ArrayBufferObj == bufObj) {
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