This removes the test for _mesa_inside_dlist_begin_end().
If ctx->Driver.CurrentSavePrimitive==PRIM_UNKNOWN (the initial value),
_mesa_inside_dlist_begin_end() will, confusingly, return TRUE.
So we didn't set the ctx->ListState.Current.ShadeModel value and it
remained in its indeterminate state.

This didn't effect correctness, but it defeated the intended optimization
of dropping redundant glShadeModel() state changes in order to
coalesce sequences of drawing commands.

Verified with new piglit gl-1.0-dlist-shademodel test.
---
 src/mesa/main/dlist.c |    9 +++++----
 1 files changed, 5 insertions(+), 4 deletions(-)

diff --git a/src/mesa/main/dlist.c b/src/mesa/main/dlist.c
index bc0c92a..3071a37 100644
--- a/src/mesa/main/dlist.c
+++ b/src/mesa/main/dlist.c
@@ -3771,15 +3771,16 @@ save_ShadeModel(GLenum mode)
       CALL_ShadeModel(ctx->Exec, (mode));
    }
 
+   /* Don't compile this call if it's a no-op.
+    * By avoiding this state change we have a better chance of
+    * coalescing subsequent drawing commands into one batch.
+    */
    if (ctx->ListState.Current.ShadeModel == mode)
       return;
 
    SAVE_FLUSH_VERTICES(ctx);
 
-   /* Only save the value if we know the statechange will take effect:
-    */
-   if (!_mesa_inside_dlist_begin_end(ctx))
-      ctx->ListState.Current.ShadeModel = mode;
+   ctx->ListState.Current.ShadeModel = mode;
 
    n = alloc_instruction(ctx, OPCODE_SHADE_MODEL, 1);
    if (n) {
-- 
1.7.3.4

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