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>
This commit is contained in:
Brian Paul 2018-01-15 14:48:07 -07:00
parent 37863c38f3
commit 380165d399
1 changed files with 13 additions and 12 deletions

View File

@ -201,22 +201,23 @@ bind_vertex_list(struct gl_context *ctx,
const GLuint src = map[attr];
if (node_attrsz[src]) {
/* override the default array set above */
save->inputs[attr] = &arrays[attr];
struct gl_vertex_array *array = &arrays[attr];
arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
arrays[attr].Size = node_attrsz[src];
arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
arrays[attr].Type = node_attrtype[src];
arrays[attr].Integer =
vbo_attrtype_to_integer_flag(node_attrtype[src]);
arrays[attr].Format = GL_RGBA;
arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
/* override the default array set above */
save->inputs[attr] = array;
array->Ptr = (const GLubyte *) NULL + buffer_offset;
array->Size = node_attrsz[src];
array->StrideB = node->vertex_size * sizeof(GLfloat);
array->Type = node_attrtype[src];
array->Integer = vbo_attrtype_to_integer_flag(node_attrtype[src]);
array->Format = GL_RGBA;
array->_ElementSize = array->Size * sizeof(GLfloat);
_mesa_reference_buffer_object(ctx,
&arrays[attr].BufferObj,
&array->BufferObj,
node->vertex_store->bufferobj);
assert(arrays[attr].BufferObj->Name);
assert(array->BufferObj->Name);
buffer_offset += node_attrsz[src] * sizeof(GLfloat);
varying_inputs |= VERT_BIT(attr);