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authorIan Romanick <[email protected]>2014-11-11 10:21:50 +0000
committerIan Romanick <[email protected]>2014-12-02 12:16:28 -0800
commit9fd398215d4baf70a316d8f7a938a99ed48668c9 (patch)
tree6f4c91f7e13241ba204c2c95877a09270ad63215 /src/mesa/main
parent331b0120d16445dd8d5b8d049946ae7845fb714b (diff)
mesa: Use current Mesa coding style in check_valid_to_render
This makes some others patches (still in my local tree) a bit cleaner. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/api_validate.c49
1 files changed, 24 insertions, 25 deletions
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c
index 304d576d9b8..7d989338582 100644
--- a/src/mesa/main/api_validate.c
+++ b/src/mesa/main/api_validate.c
@@ -57,25 +57,25 @@ index_bytes(GLenum type, GLsizei count)
/**
* Check if OK to draw arrays/elements.
*/
-static GLboolean
+static bool
check_valid_to_render(struct gl_context *ctx, const char *function)
{
if (!_mesa_valid_to_render(ctx, function)) {
- return GL_FALSE;
+ return false;
}
switch (ctx->API) {
case API_OPENGLES2:
/* For ES2, we can draw if we have a vertex program/shader). */
if (!ctx->VertexProgram._Current)
- return GL_FALSE;
+ return false;
break;
case API_OPENGLES:
/* For OpenGL ES, only draw if we have vertex positions
*/
if (!ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_POS].Enabled)
- return GL_FALSE;
+ return false;
break;
case API_OPENGL_CORE:
@@ -87,36 +87,35 @@ check_valid_to_render(struct gl_context *ctx, const char *function)
*/
if (ctx->Array.VAO == ctx->Array.DefaultVAO) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(no VAO bound)", function);
- return GL_FALSE;
+ return false;
}
/* fallthrough */
- case API_OPENGL_COMPAT:
- {
- const struct gl_shader_program *vsProg =
- ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
- GLboolean haveVertexShader = (vsProg && vsProg->LinkStatus);
- GLboolean haveVertexProgram = ctx->VertexProgram._Enabled;
- if (haveVertexShader || haveVertexProgram) {
- /* Draw regardless of whether or not we have any vertex arrays.
- * (Ex: could draw a point using a constant vertex pos)
- */
- return GL_TRUE;
- }
- else {
- /* Draw if we have vertex positions (GL_VERTEX_ARRAY or generic
- * array [0]).
- */
- return (ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_POS].Enabled ||
- ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_GENERIC0].Enabled);
- }
+ case API_OPENGL_COMPAT: {
+ const struct gl_shader_program *const vsProg =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
+ const bool haveVertexShader = (vsProg && vsProg->LinkStatus);
+ const bool haveVertexProgram = ctx->VertexProgram._Enabled;
+
+ if (haveVertexShader || haveVertexProgram) {
+ /* Draw regardless of whether or not we have any vertex arrays.
+ * (Ex: could draw a point using a constant vertex pos)
+ */
+ return true;
+ } else {
+ /* Draw if we have vertex positions (GL_VERTEX_ARRAY or generic
+ * array [0]).
+ */
+ return (ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_POS].Enabled ||
+ ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_GENERIC0].Enabled);
}
break;
+ }
default:
unreachable("Invalid API value in check_valid_to_render()");
}
- return GL_TRUE;
+ return true;
}