vbo: simplify some code in check_draw_elements_data()

Use the 'vao' local var in more places.

Reviewed-by: Mathias Fröhlich <mathias.froehlich@web.de>
This commit is contained in:
Brian Paul 2016-10-07 15:03:55 -06:00
parent 15fb88e912
commit 0de9265b1f

View file

@ -128,11 +128,11 @@ check_draw_elements_data(struct gl_context *ctx, GLsizei count, GLenum elemType,
GLint i;
GLuint k;
if (_mesa_is_bufferobj(ctx->Array.VAO->IndexBufferObj)) {
if (_mesa_is_bufferobj(vao->IndexBufferObj)) {
elemMap = ctx->Driver.MapBufferRange(ctx, 0,
ctx->Array.VAO->IndexBufferObj->Size,
vao->IndexBufferObj->Size,
GL_MAP_READ_BIT,
ctx->Array.VAO->IndexBufferObj,
vao->IndexBufferObj,
MAP_INTERNAL);
elements = ADD_POINTERS(elements, elemMap);
}
@ -162,8 +162,7 @@ check_draw_elements_data(struct gl_context *ctx, GLsizei count, GLenum elemType,
}
if (_mesa_is_bufferobj(vao->IndexBufferObj)) {
ctx->Driver.UnmapBuffer(ctx, ctx->Array.VAO->IndexBufferObj,
MAP_INTERNAL);
ctx->Driver.UnmapBuffer(ctx, vao->IndexBufferObj, MAP_INTERNAL);
}
for (k = 0; k < VERT_ATTRIB_MAX; k++) {