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>
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@ -71,7 +71,6 @@ struct vbo_save_vertex_list {
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fi_type *current_data;
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GLuint buffer_offset; /**< in bytes */
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GLuint start_vertex; /**< first vertex used by any primitive */
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GLuint vertex_count; /**< number of vertices in this list */
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GLuint wrap_count; /* number of copied vertices at start */
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@ -642,9 +642,6 @@ compile_vertex_list(struct gl_context *ctx)
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for (unsigned i = 0; i < node->prim_count; i++) {
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node->prims[i].start += start_offset;
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}
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node->start_vertex = start_offset;
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} else {
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node->start_vertex = 0;
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}
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/* Deal with GL_COMPILE_AND_EXECUTE:
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@ -213,8 +213,8 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
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assert(ctx->NewState == 0);
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if (node->vertex_count > 0) {
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GLuint min_index = node->start_vertex;
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GLuint max_index = min_index + node->vertex_count - 1;
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GLuint min_index = _vbo_save_get_min_index(node);
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GLuint max_index = _vbo_save_get_max_index(node);
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vbo->draw_prims(ctx,
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node->prims,
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node->prim_count,
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