mesa/vbo: fix compile and replay of nodes ending in a FALLBACK
Where vbo save nodes are terminated with a call to DO_FALLBACK(), as in
the case of a recursive CallList which is itself within a Begin/End pair,
there two problems:
1) The display list node's primitive information was incorrect, stating
the cut-off prim had zero vertices
2) On replay, we would get confused by a primitive that started in a
node, but was terminated by individual opcodes.
This change fixes the first problem by correctly terminating the last
primitive on fallback, and the second by forcing the display list to
use the Loopback path, converting all nodes into immediate-mode rendering.
The loopback fix is a performance hit, but avoiding this would require
a fairly large rework of this code.
State-change functions which precede the first call to glEnd() in
a compiled list are vulnerable to not being executed when that list
is called.
In particular this can happen if a list is invoked from within a
begin/end pair, as in this example.
When one display list calls another display list, it is possible
that the calling display list makes state-changes or other actions which
invalidate any attempt at caching or state-change elimination in the
calling list.
This test exercises one such case, where the called list consists of just
a single glShadeModel() call.
mesa/vbo: fix compile and replay of nodes ending in a FALLBACK
Where vbo save nodes are terminated with a call to DO_FALLBACK(), as in
the case of a recursive CallList which is itself within a Begin/End pair,
there two problems:
1) The display list node's primitive information was incorrect, stating
the cut-off prim had zero vertices
2) On replay, we would get confused by a primitive that started in a
node, but was terminated by individual opcodes.
This change fixes the first problem by correctly terminating the last
primitive on fallback, and the second by forcing the display list to
use the Loopback path, converting all nodes into immediate-mode rendering.
The loopback fix is a performance hit, but avoiding this would require
a fairly large rework of this code.
progs/trivial: Label program windows with actual program name
Each of these programs previously called itself "First Tri" which was a
little confusing. Could have left one as "First Tri", but the trouble
then is that people would still clone that file & we'd end up with
another thousand first tri apps...