vbo: simplify vbo_save_NotifyBegin()
This function always returned GL_TRUE. Just make it a void function. Remove unreachable code following the call to vbo_save_NotifyBegin() in save_Begin() in dlist.c There were some stale comments that no longer applied since an earlier code refactoring. No Piglit regressions. Reviewed-by: Charmaine Lee <charmainel@vmware.com>
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@@ -5766,25 +5766,9 @@ save_Begin(GLenum mode)
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_mesa_compile_error(ctx, GL_INVALID_OPERATION, "recursive glBegin");
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}
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else {
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Node *n;
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ctx->Driver.CurrentSavePrimitive = mode;
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/* Give the driver an opportunity to hook in an optimized
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* display list compiler.
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*/
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if (vbo_save_NotifyBegin(ctx, mode))
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return;
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SAVE_FLUSH_VERTICES(ctx);
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n = alloc_instruction(ctx, OPCODE_BEGIN, 1);
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if (n) {
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n[1].e = mode;
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}
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if (ctx->ExecuteFlag) {
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CALL_Begin(ctx->Exec, (mode));
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}
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vbo_save_NotifyBegin(ctx, mode);
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}
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}
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@@ -90,7 +90,7 @@ vbo_initialize_save_dispatch(const struct gl_context *ctx,
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void vbo_exec_FlushVertices(struct gl_context *ctx, GLuint flags);
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void vbo_save_SaveFlushVertices(struct gl_context *ctx);
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GLboolean vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode);
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void vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode);
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void vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode);
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void vbo_save_EndList(struct gl_context *ctx);
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void vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *list);
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@@ -1035,7 +1035,7 @@ _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
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* Called when a glBegin is getting compiled into a display list.
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* Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
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*/
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GLboolean
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void
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vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
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{
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struct vbo_save_context *save = &vbo_context(ctx)->save;
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@@ -1064,11 +1064,6 @@ vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
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/* We need to call vbo_save_SaveFlushVertices() if there's state change */
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ctx->Driver.SaveNeedFlush = GL_TRUE;
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/* GL_TRUE means we've handled this glBegin here; don't compile a BEGIN
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* opcode into the display list.
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*/
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return GL_TRUE;
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}
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