/* Deal with GL_COMPILE_AND_EXECUTE:
*/
if (ctx->ExecuteFlag) {
- struct _glapi_table *dispatch = GET_DISPATCH();
-
- _glapi_set_dispatch(ctx->Exec);
-
/* _vbo_loopback_vertex_list doesn't use the index buffer, so we have to
* use buffer_in_ram (which contains all vertices) instead of current_bo
* (which contains deduplicated vertices *when* UseLoopback is false).
vao->BufferBinding[0].Offset = -(GLintptr)(start_offset * stride);
_vbo_loopback_vertex_list(ctx, node, save->vertex_store->buffer_in_ram);
vao->BufferBinding[0].Offset = original;
-
- _glapi_set_dispatch(dispatch);
}
/* Reset our structures for the next run of vertices: