vbo: assorted minor clean-ups

Use GL_TRUE/FALSE instead of 1/0.  Remove extraneous parentheses.
Remove trailing whitespace.
This commit is contained in:
Brian Paul 2013-10-11 09:20:56 -06:00
parent 2a429f9d9c
commit ffe529352b
4 changed files with 14 additions and 14 deletions

View File

@ -100,7 +100,7 @@ void vbo_exec_invalidate_state( struct gl_context *ctx, GLuint new_state )
}
if (new_state & _NEW_EVAL)
exec->eval.recalculate_maps = 1;
exec->eval.recalculate_maps = GL_TRUE;
_ae_invalidate_state(ctx, new_state);
}

View File

@ -117,7 +117,7 @@ void vbo_exec_eval_update( struct vbo_exec_context *exec )
else if (ctx->Eval.Map2Vertex3)
set_active_eval2( exec, VBO_ATTRIB_POS, 3, &ctx->EvalMap.Map2Vertex3 );
exec->eval.recalculate_maps = 0;
exec->eval.recalculate_maps = GL_FALSE;
}

View File

@ -63,7 +63,7 @@ struct vbo_save_copied_vtx {
struct vbo_save_vertex_list {
GLubyte attrsz[VBO_ATTRIB_MAX];
GLenum attrtype[VBO_ATTRIB_MAX];
GLuint vertex_size;
GLuint vertex_size; /**< size in GLfloats */
/* Copy of the final vertex from node->vertex_store->bufferobj.
* Keep this in regular (non-VBO) memory to avoid repeated

View File

@ -41,7 +41,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
* example by building a list that consists of one very long primitive
* (eg Begin(Triangles), 1000 vertices, End), and calling that list
* from inside a different begin/end object (Begin(Lines), CallList,
* End).
* End).
*
* In that case the code will have to replay the list as individual
* commands through the Exec dispatch table, or fix up the copied
@ -60,7 +60,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
*
* The list compiler currently doesn't attempt to compile lists
* containing EvalCoord or EvalPoint commands. On encountering one of
* these, compilation falls back to opcodes.
* these, compilation falls back to opcodes.
*
* This could be improved to fallback only when a mix of EvalCoord and
* Vertex commands are issued within a single primitive.
@ -289,15 +289,15 @@ _save_reset_counters(struct gl_context *ctx)
assert(save->buffer == save->buffer_ptr);
if (save->vertex_size)
save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
save->vertex_size);
save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
save->vertex_size;
else
save->max_vert = 0;
save->vert_count = 0;
save->prim_count = 0;
save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
save->dangling_attr_ref = 0;
save->dangling_attr_ref = GL_FALSE;
}
/**
@ -410,7 +410,7 @@ _save_compile_vertex_list(struct gl_context *ctx)
save->vertex_store->used += save->vertex_size * node->count;
save->prim_store->used += node->prim_count;
/* Copy duplicated vertices
/* Copy duplicated vertices
*/
save->copied.nr = _save_copy_vertices(ctx, node, save->buffer);
@ -514,7 +514,7 @@ _save_wrap_buffers(struct gl_context *ctx)
/**
* Called only when buffers are wrapped as the result of filling the
* vertex_store struct.
* vertex_store struct.
*/
static void
_save_wrap_filled_vertex(struct gl_context *ctx)
@ -603,7 +603,7 @@ _save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
/* Do a COPY_TO_CURRENT to ensure back-copying works for the case
* when the attribute already exists in the vertex and is having
* its size increased.
* its size increased.
*/
_save_copy_to_current(ctx);
@ -856,7 +856,7 @@ dlist_fallback(struct gl_context *ctx)
* unfortunately, otherwise this primitive won't be handled
* properly:
*/
save->dangling_attr_ref = 1;
save->dangling_attr_ref = GL_TRUE;
_save_compile_vertex_list(ctx);
}
@ -1433,13 +1433,13 @@ vbo_save_EndList(struct gl_context *ctx)
GLint i = save->prim_count - 1;
ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
save->prim[i].end = 0;
save->prim[i].count = (save->vert_count - save->prim[i].start);
save->prim[i].count = save->vert_count - save->prim[i].start;
}
/* Make sure this vertex list gets replayed by the "loopback"
* mechanism:
*/
save->dangling_attr_ref = 1;
save->dangling_attr_ref = GL_TRUE;
vbo_save_SaveFlushVertices(ctx);
/* Swap out this vertex format while outside begin/end. Any color,