vbo: Remove vbo_save_vertex_list::start_vertex.

Replace last use on replay with _vbo_save_get_{min,max}_index. Appart from
that it is not used anymore.

Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
This commit is contained in:
Mathias Fröhlich 2018-02-25 18:01:07 +01:00
parent 6dd3e98c21
commit bfa8d8e5bf
3 changed files with 2 additions and 6 deletions

View File

@ -71,7 +71,6 @@ struct vbo_save_vertex_list {
fi_type *current_data;
GLuint buffer_offset; /**< in bytes */
GLuint start_vertex; /**< first vertex used by any primitive */
GLuint vertex_count; /**< number of vertices in this list */
GLuint wrap_count; /* number of copied vertices at start */

View File

@ -642,9 +642,6 @@ compile_vertex_list(struct gl_context *ctx)
for (unsigned i = 0; i < node->prim_count; i++) {
node->prims[i].start += start_offset;
}
node->start_vertex = start_offset;
} else {
node->start_vertex = 0;
}
/* Deal with GL_COMPILE_AND_EXECUTE:

View File

@ -213,8 +213,8 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
assert(ctx->NewState == 0);
if (node->vertex_count > 0) {
GLuint min_index = node->start_vertex;
GLuint max_index = min_index + node->vertex_count - 1;
GLuint min_index = _vbo_save_get_min_index(node);
GLuint max_index = _vbo_save_get_max_index(node);
vbo->draw_prims(ctx,
node->prims,
node->prim_count,