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>
This commit is contained in:
Mathias Fröhlich 2018-10-29 06:13:19 +01:00
parent 1387b4d533
commit 873adb06fa

View file

@ -133,30 +133,6 @@ loopback_prim(struct gl_context *ctx,
}
/**
* Primitives generated by DrawArrays/DrawElements/Rectf may be
* caught here. If there is no primitive in progress, execute them
* normally, otherwise need to track and discard the generated
* primitives.
*/
static void
loopback_weak_prim(struct gl_context *ctx,
const struct _mesa_prim *prim)
{
/* Use the prim_weak flag to ensure that if this primitive
* wraps, we don't mistake future vertex_lists for part of the
* surrounding primitive.
*
* While this flag is set, we are simply disposing of data
* generated by an operation now known to be a noop.
*/
if (prim->begin)
ctx->Driver.CurrentExecPrimitive |= VBO_SAVE_PRIM_WEAK;
if (prim->end)
ctx->Driver.CurrentExecPrimitive &= ~VBO_SAVE_PRIM_WEAK;
}
static inline void
append_attr(GLuint *nr, struct loopback_attr la[], int i, int shift,
const struct gl_vertex_array_object *vao)
@ -227,10 +203,6 @@ _vbo_loopback_vertex_list(struct gl_context *ctx,
const struct _mesa_prim *prims = node->prims;
const GLuint prim_count = node->prim_count;
for (GLuint i = 0; i < prim_count; i++) {
if ((0) && _mesa_inside_begin_end(ctx)) {
loopback_weak_prim(ctx, &prims[i]);
} else {
loopback_prim(ctx, buffer, &prims[i], wrap_count, stride, la, nr);
}
loopback_prim(ctx, buffer, &prims[i], wrap_count, stride, la, nr);
}
}