vbo: use a new local 'array' variable in bind_vertex_list() loop
Make the code a bit more concise. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Roland Scheidegger <sroland@vmware.com> Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
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@ -201,22 +201,23 @@ bind_vertex_list(struct gl_context *ctx,
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const GLuint src = map[attr];
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if (node_attrsz[src]) {
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/* override the default array set above */
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save->inputs[attr] = &arrays[attr];
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struct gl_vertex_array *array = &arrays[attr];
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arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
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arrays[attr].Size = node_attrsz[src];
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arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
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arrays[attr].Type = node_attrtype[src];
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arrays[attr].Integer =
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vbo_attrtype_to_integer_flag(node_attrtype[src]);
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arrays[attr].Format = GL_RGBA;
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arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
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/* override the default array set above */
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save->inputs[attr] = array;
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array->Ptr = (const GLubyte *) NULL + buffer_offset;
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array->Size = node_attrsz[src];
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array->StrideB = node->vertex_size * sizeof(GLfloat);
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array->Type = node_attrtype[src];
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array->Integer = vbo_attrtype_to_integer_flag(node_attrtype[src]);
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array->Format = GL_RGBA;
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array->_ElementSize = array->Size * sizeof(GLfloat);
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_mesa_reference_buffer_object(ctx,
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&arrays[attr].BufferObj,
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&array->BufferObj,
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node->vertex_store->bufferobj);
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assert(arrays[attr].BufferObj->Name);
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assert(array->BufferObj->Name);
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buffer_offset += node_attrsz[src] * sizeof(GLfloat);
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varying_inputs |= VERT_BIT(attr);
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