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vbo: Remove the VBO_SAVE_FALLBACK flag.

On finishing a display list playback the VBO_SAVE_FALLBACK bit
is still kept in vbo_save_context::replay_flags. But examining
replay_flags and the display list flags that feed this value
the corresponding bit is never set these days anymore.
So, since it is nowhere set or checked, we can safely remove it.

Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
tags/18.3-branchpoint
Mathias Fröhlich hace 6 años
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commit
2dc951b7c3
Se han modificado 2 ficheros con 2 adiciones y 8 borrados
  1. 0
    2
      src/mesa/vbo/vbo_save.h
  2. 2
    6
      src/mesa/vbo/vbo_save_api.c

+ 0
- 2
src/mesa/vbo/vbo_save.h Ver fichero

@@ -140,8 +140,6 @@ _vbo_save_get_vertex_count(const struct vbo_save_vertex_list *node)
#define VBO_SAVE_PRIM_WEAK 0x40
#define VBO_SAVE_PRIM_NO_CURRENT_UPDATE 0x80

#define VBO_SAVE_FALLBACK 0x10000000

struct vbo_save_vertex_store {
struct gl_buffer_object *bufferobj;
fi_type *buffer_map;

+ 2
- 6
src/mesa/vbo/vbo_save_api.c Ver fichero

@@ -1804,12 +1804,8 @@ vbo_save_EndCallList(struct gl_context *ctx)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;

if (ctx->ListState.CallDepth == 1) {
/* This is correct: want to keep only the VBO_SAVE_FALLBACK
* flag, if it is set:
*/
save->replay_flags &= VBO_SAVE_FALLBACK;
}
if (ctx->ListState.CallDepth == 1)
save->replay_flags = 0;
}



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