mesa: Use the gl_vertex_array_object::Enabled bitfield.
Instead of using gl_array_attributes::Enabled use the much more compact representation stored in gl_vertex_array_object::Enabled using the corresponding bits. Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
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@@ -832,8 +832,8 @@ _mesa_update_vao_derived_arrays(struct gl_context *ctx,
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for (gl_vert_attrib attr = 0; attr < VERT_ATTRIB_MAX; ++attr) {
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/* Query the original api defined attrib/binding information ... */
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const unsigned char *const map =_mesa_vao_attribute_map[mode];
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const struct gl_array_attributes *attrib = &vao->VertexAttrib[map[attr]];
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if (attrib->Enabled) {
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if (vao->Enabled & VERT_BIT(map[attr])) {
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const struct gl_array_attributes *attrib = &vao->VertexAttrib[map[attr]];
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const struct gl_vertex_buffer_binding *binding =
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&vao->BufferBinding[attrib->BufferBindingIndex];
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/* ... and compare that with the computed attrib/binding */
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