Don't dereference function pointers in calls.
I'm apparently alone in prefering this calling convention, so I'll be a team player. :p Based on review comments by Brian Paul and Eric Anholt.
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@ -183,7 +183,7 @@ _mesa_unref_sync_object(GLcontext *ctx, struct gl_sync_object *syncObj)
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remove_from_list(& syncObj->link);
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_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
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(*ctx->Driver.DeleteSyncObject)(ctx, syncObj);
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ctx->Driver.DeleteSyncObject(ctx, syncObj);
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} else {
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_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
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}
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@ -250,7 +250,7 @@ _mesa_FenceSync(GLenum condition, GLbitfield flags)
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return 0;
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}
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syncObj = (*ctx->Driver.NewSyncObject)(ctx, GL_SYNC_FENCE);
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syncObj = ctx->Driver.NewSyncObject(ctx, GL_SYNC_FENCE);
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if (syncObj != NULL) {
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syncObj->Type = GL_SYNC_FENCE;
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/* The name is not currently used, and it is never visible to
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@ -265,7 +265,7 @@ _mesa_FenceSync(GLenum condition, GLbitfield flags)
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syncObj->Flags = flags;
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syncObj->Status = 0;
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(*ctx->Driver.FenceSync)(ctx, syncObj, condition, flags);
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ctx->Driver.FenceSync(ctx, syncObj, condition, flags);
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_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
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insert_at_tail(& ctx->Shared->SyncObjects, & syncObj->link);
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@ -305,11 +305,11 @@ _mesa_ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
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* ClientWaitSync was called. ALREADY_SIGNALED will always be returned
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* if <sync> was signaled, even if the value of <timeout> is zero.
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*/
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(*ctx->Driver.CheckSync)(ctx, syncObj);
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ctx->Driver.CheckSync(ctx, syncObj);
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if (syncObj->Status) {
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ret = GL_ALREADY_SIGNALED;
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} else {
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(*ctx->Driver.ClientWaitSync)(ctx, syncObj, flags, timeout);
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ctx->Driver.ClientWaitSync(ctx, syncObj, flags, timeout);
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ret = syncObj->Status ? GL_CONDITION_SATISFIED : GL_TIMEOUT_EXPIRED;
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}
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@ -344,7 +344,7 @@ _mesa_WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
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return;
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}
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(*ctx->Driver.ServerWaitSync)(ctx, syncObj, flags, timeout);
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ctx->Driver.ServerWaitSync(ctx, syncObj, flags, timeout);
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}
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@ -379,7 +379,7 @@ _mesa_GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length,
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* this call won't block. It just updates state in the common object
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* data from the current driver state.
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*/
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(*ctx->Driver.CheckSync)(ctx, syncObj);
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ctx->Driver.CheckSync(ctx, syncObj);
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v[0] = (syncObj->Status) ? GL_SIGNALED : GL_UNSIGNALED;
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size = 1;
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