mesa: inline remove_array_object()
No need to check if ID is not 0 because _mesa_lookup_vao() already prevents this to happen. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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@ -310,20 +310,6 @@ save_array_object(struct gl_context *ctx, struct gl_vertex_array_object *vao)
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}
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/**
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* Remove the given array object from the array object pool.
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* Do not deallocate the array object though.
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*/
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static void
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remove_array_object(struct gl_context *ctx, struct gl_vertex_array_object *vao)
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{
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if (vao->Name > 0) {
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/* remove from hash table */
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_mesa_HashRemoveLocked(ctx->Array.Objects, vao->Name);
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}
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}
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/**
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* Updates the derived gl_vertex_arrays when a gl_vertex_attrib_array
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* or a gl_vertex_buffer_binding has changed.
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@ -504,7 +490,7 @@ _mesa_DeleteVertexArrays(GLsizei n, const GLuint *ids)
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_mesa_BindVertexArray(0);
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/* The ID is immediately freed for re-use */
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remove_array_object(ctx, obj);
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_mesa_HashRemoveLocked(ctx->Array.Objects, obj->Name);
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if (ctx->Array.LastLookedUpVAO == obj)
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_mesa_reference_vao(ctx, &ctx->Array.LastLookedUpVAO, NULL);
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