mesa: Make gl_vertex_array contain pointers to first order VAO members.
Instead of keeping a copy of the vertex array content in struct gl_vertex_array only keep pointers to the first order information originaly in the VAO. For that represent the current values by struct gl_array_attributes and struct gl_vertex_buffer_binding. v2: Change comments. Remove gl... prefix from variables except in the i965 directory where it was like that before. Reindent because of that. Reviewed-by: Brian Paul <brianp@vmware.com> Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
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@@ -284,9 +284,6 @@ unbind_array_object_vbos(struct gl_context *ctx, struct gl_vertex_array_object *
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for (i = 0; i < ARRAY_SIZE(obj->BufferBinding); i++)
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_mesa_reference_buffer_object(ctx, &obj->BufferBinding[i].BufferObj, NULL);
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for (i = 0; i < ARRAY_SIZE(obj->_VertexArray); i++)
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_mesa_reference_buffer_object(ctx, &obj->_VertexArray[i].BufferObj, NULL);
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}
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@@ -462,21 +459,8 @@ void
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_mesa_update_vao_derived_arrays(struct gl_context *ctx,
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struct gl_vertex_array_object *vao)
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{
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GLbitfield arrays = vao->NewArrays;
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/* Make sure we do not run into problems with shared objects */
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assert(!vao->SharedAndImmutable || vao->NewArrays == 0);
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while (arrays) {
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const int attrib = u_bit_scan(&arrays);
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struct gl_vertex_array *array = &vao->_VertexArray[attrib];
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const struct gl_array_attributes *attribs =
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&vao->VertexAttrib[attrib];
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const struct gl_vertex_buffer_binding *buffer_binding =
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&vao->BufferBinding[attribs->BufferBindingIndex];
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_mesa_update_vertex_array(ctx, array, attribs, buffer_binding);
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}
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}
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