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authorBrian Paul <[email protected]>2014-02-10 16:13:04 -0700
committerBrian Paul <[email protected]>2014-02-12 11:21:47 -0700
commitfd0620ff6c2c629e4888f4c98cfd6655adbfb69e (patch)
tree0fa7eba5868c794b9e4bf20a375889fa123ede59 /src/mesa/main
parent23d4ff53d4acd0c33c633174a288a640664036fe (diff)
mesa: assorted clean-ups in detach_shader()
Fix formatting, add new comments, get rid of extraneous indentation. Suggested by Ian in bug 74723. Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/shaderapi.c24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index 97a57a4c219..44b4c3a8589 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -383,31 +383,31 @@ detach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
_mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
/* alloc new, smaller array */
- newList =
- malloc((n - 1) * sizeof(struct gl_shader *));
+ newList = malloc((n - 1) * sizeof(struct gl_shader *));
if (!newList) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader");
return;
}
+ /* Copy old list entries to new list, skipping removed entry at [i] */
for (j = 0; j < i; j++) {
newList[j] = shProg->Shaders[j];
}
- while (++i < n)
+ while (++i < n) {
newList[j++] = shProg->Shaders[i];
- free(shProg->Shaders);
+ }
+ /* Free old list and install new one */
+ free(shProg->Shaders);
shProg->Shaders = newList;
shProg->NumShaders = n - 1;
#ifdef DEBUG
- /* sanity check */
- {
- for (j = 0; j < shProg->NumShaders; j++) {
- assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
- shProg->Shaders[j]->Type == GL_GEOMETRY_SHADER ||
- shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
- assert(shProg->Shaders[j]->RefCount > 0);
- }
+ /* sanity check - make sure the new list's entries are sensible */
+ for (j = 0; j < shProg->NumShaders; j++) {
+ assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
+ shProg->Shaders[j]->Type == GL_GEOMETRY_SHADER ||
+ shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
+ assert(shProg->Shaders[j]->RefCount > 0);
}
#endif