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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 6 年之前
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2dc951b7c3
共有 2 個文件被更改,包括 2 次插入8 次删除
  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 查看文件

@@ -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 查看文件

@@ -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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