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>
This commit is contained in:
Samuel Pitoiset 2017-07-20 11:52:59 +02:00
parent ea13aa8530
commit 015c6eba52
1 changed files with 1 additions and 15 deletions

View File

@ -310,20 +310,6 @@ save_array_object(struct gl_context *ctx, struct gl_vertex_array_object *vao)
}
/**
* Remove the given array object from the array object pool.
* Do not deallocate the array object though.
*/
static void
remove_array_object(struct gl_context *ctx, struct gl_vertex_array_object *vao)
{
if (vao->Name > 0) {
/* remove from hash table */
_mesa_HashRemoveLocked(ctx->Array.Objects, vao->Name);
}
}
/**
* Updates the derived gl_vertex_arrays when a gl_vertex_attrib_array
* or a gl_vertex_buffer_binding has changed.
@ -504,7 +490,7 @@ _mesa_DeleteVertexArrays(GLsizei n, const GLuint *ids)
_mesa_BindVertexArray(0);
/* The ID is immediately freed for re-use */
remove_array_object(ctx, obj);
_mesa_HashRemoveLocked(ctx->Array.Objects, obj->Name);
if (ctx->Array.LastLookedUpVAO == obj)
_mesa_reference_vao(ctx, &ctx->Array.LastLookedUpVAO, NULL);