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vbo: clean up conditional blocks in ATTR_UNION
Move the A != 0 code to the first block. Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> Reviewed-by: Mathias Fröhlich <Mathias.Froehlich@web.de> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4052>
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1 changed files with 3 additions and 5 deletions
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@ -487,9 +487,10 @@ do { \
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if (N>2) dest[2] = V2; \
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if (N>3) dest[3] = V3; \
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assert(exec->vtx.attr[A].type == T); \
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} \
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\
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if ((A) == 0) { \
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/* we now have accumulated a per-vertex attribute */ \
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ctx->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT; \
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} else { \
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/* This is a glVertex call */ \
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uint32_t *dst = (uint32_t *)exec->vtx.buffer_ptr; \
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uint32_t *src = (uint32_t *)exec->vtx.vertex; \
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@ -523,9 +524,6 @@ do { \
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\
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if (unlikely(++exec->vtx.vert_count >= exec->vtx.max_vert)) \
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vbo_exec_vtx_wrap(exec); \
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} else { \
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/* we now have accumulated per-vertex attributes */ \
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ctx->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT; \
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} \
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} while (0)
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