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vbo: Remove the always false branch dlist replay.
The previous patch left a constant if (0) in the code. Clean that up now. Reviewed-by: Brian Paul <brianp@vmware.com> Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
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1387b4d533
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1 changed files with 1 additions and 29 deletions
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@ -133,30 +133,6 @@ loopback_prim(struct gl_context *ctx,
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}
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/**
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* Primitives generated by DrawArrays/DrawElements/Rectf may be
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* caught here. If there is no primitive in progress, execute them
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* normally, otherwise need to track and discard the generated
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* primitives.
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*/
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static void
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loopback_weak_prim(struct gl_context *ctx,
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const struct _mesa_prim *prim)
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{
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/* Use the prim_weak flag to ensure that if this primitive
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* wraps, we don't mistake future vertex_lists for part of the
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* surrounding primitive.
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*
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* While this flag is set, we are simply disposing of data
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* generated by an operation now known to be a noop.
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*/
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if (prim->begin)
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ctx->Driver.CurrentExecPrimitive |= VBO_SAVE_PRIM_WEAK;
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if (prim->end)
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ctx->Driver.CurrentExecPrimitive &= ~VBO_SAVE_PRIM_WEAK;
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}
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static inline void
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append_attr(GLuint *nr, struct loopback_attr la[], int i, int shift,
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const struct gl_vertex_array_object *vao)
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@ -227,10 +203,6 @@ _vbo_loopback_vertex_list(struct gl_context *ctx,
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const struct _mesa_prim *prims = node->prims;
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const GLuint prim_count = node->prim_count;
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for (GLuint i = 0; i < prim_count; i++) {
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if ((0) && _mesa_inside_begin_end(ctx)) {
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loopback_weak_prim(ctx, &prims[i]);
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} else {
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loopback_prim(ctx, buffer, &prims[i], wrap_count, stride, la, nr);
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}
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loopback_prim(ctx, buffer, &prims[i], wrap_count, stride, la, nr);
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}
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}
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