mesa: Use assert() instead of ASSERT wrapper.
Acked-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
@@ -143,7 +143,7 @@ _mesa_reference_vao_(struct gl_context *ctx,
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struct gl_vertex_array_object *oldObj = *ptr;
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mtx_lock(&oldObj->Mutex);
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ASSERT(oldObj->RefCount > 0);
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assert(oldObj->RefCount > 0);
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oldObj->RefCount--;
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#if 0
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printf("ArrayObj %p %d DECR to %d\n",
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@@ -153,13 +153,13 @@ _mesa_reference_vao_(struct gl_context *ctx,
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mtx_unlock(&oldObj->Mutex);
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if (deleteFlag) {
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ASSERT(ctx->Driver.DeleteArrayObject);
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assert(ctx->Driver.DeleteArrayObject);
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ctx->Driver.DeleteArrayObject(ctx, oldObj);
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}
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*ptr = NULL;
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}
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ASSERT(!*ptr);
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assert(!*ptr);
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if (vao) {
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/* reference new array object */
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@@ -335,7 +335,7 @@ bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
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struct gl_vertex_array_object * const oldObj = ctx->Array.VAO;
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struct gl_vertex_array_object *newObj = NULL;
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ASSERT(oldObj != NULL);
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assert(oldObj != NULL);
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if ( oldObj->Name == id )
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return; /* rebinding the same array object- no change */
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@@ -456,7 +456,7 @@ _mesa_DeleteVertexArrays(GLsizei n, const GLuint *ids)
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struct gl_vertex_array_object *obj = _mesa_lookup_vao(ctx, ids[i]);
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if ( obj != NULL ) {
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ASSERT( obj->Name == ids[i] );
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assert( obj->Name == ids[i] );
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/* If the array object is currently bound, the spec says "the binding
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* for that object reverts to zero and the default vertex array
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