mesa: tidy up _mesa_DeleteVertexArrays()
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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@ -493,19 +493,18 @@ _mesa_DeleteVertexArrays(GLsizei n, const GLuint *ids)
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for (i = 0; i < n; i++) {
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struct gl_vertex_array_object *obj = _mesa_lookup_vao(ctx, ids[i]);
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if ( obj != NULL ) {
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assert( obj->Name == ids[i] );
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if (obj) {
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assert(obj->Name == ids[i]);
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/* If the array object is currently bound, the spec says "the binding
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* for that object reverts to zero and the default vertex array
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* becomes current."
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*/
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if ( obj == ctx->Array.VAO ) {
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_mesa_BindVertexArray(0);
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}
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/* If the array object is currently bound, the spec says "the binding
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* for that object reverts to zero and the default vertex array
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* becomes current."
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*/
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if (obj == ctx->Array.VAO)
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_mesa_BindVertexArray(0);
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/* The ID is immediately freed for re-use */
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remove_array_object(ctx, obj);
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/* The ID is immediately freed for re-use */
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remove_array_object(ctx, obj);
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if (ctx->Array.LastLookedUpVAO == obj)
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_mesa_reference_vao(ctx, &ctx->Array.LastLookedUpVAO, NULL);
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