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authorBrian Paul <brianp@vmware.com>2011-03-11 09:25:21 -0700
committerBrian Paul <brianp@vmware.com>2011-03-11 09:25:21 -0700
commit4293a12c7f0d4fd7ac3a278570f3fe55fc4433a6 (patch)
tree8cd88b51eac57b8fadaf41e0c563439ad15677c9 /src/mesa/main/shaderapi.c
parenta4a5d7e0dd0fb8888ab939e209b229e0f78139f4 (diff)
mesa: call FLUSH_VERTICES() before deleting shaders, buffers, query objects
Need to flush rendering (or at least indicate that the rug might be getting pulled out from underneath us) when a shader, buffer object or query object is about to be deleted. Also, this helps to tell the VBO module to unmap its current vertex buffer.
Diffstat (limited to 'src/mesa/main/shaderapi.c')
-rw-r--r--src/mesa/main/shaderapi.c3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index 11b0f884fa..6650613d28 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -1236,6 +1236,7 @@ _mesa_DeleteObjectARB(GLhandleARB obj)
if (obj) {
GET_CURRENT_CONTEXT(ctx);
+ FLUSH_VERTICES(ctx, 0);
if (is_program(ctx, obj)) {
delete_shader_program(ctx, obj);
}
@@ -1254,6 +1255,7 @@ _mesa_DeleteProgram(GLuint name)
{
if (name) {
GET_CURRENT_CONTEXT(ctx);
+ FLUSH_VERTICES(ctx, 0);
delete_shader_program(ctx, name);
}
}
@@ -1264,6 +1266,7 @@ _mesa_DeleteShader(GLuint name)
{
if (name) {
GET_CURRENT_CONTEXT(ctx);
+ FLUSH_VERTICES(ctx, 0);
delete_shader(ctx, name);
}
}