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authorBrian Paul <[email protected]>2016-10-26 09:33:49 -0700
committerBrian Paul <[email protected]>2016-10-28 09:25:30 -0700
commitc538846e313c43858fb118db012b592513c0ed29 (patch)
tree6135053f2f97c58a680462a523471db4b3095802 /src/mesa/vbo/vbo_exec_array.c
parent161db1335b8dd1f3e2a9abbe82d3b8921d2da314 (diff)
mesa: rename gl_client_array -> gl_vertex_array
The term "client array" is a legacy thing dating back to the pre-VBO era when _all_ vertex arrays lived in client memory. Nowadays, it only contains vertex array state which is derived from gl_array_attributes and gl_vertex_buffer_binding. It's used by the VBO module and some drivers. Reviewed-by: Anuj Phogat <[email protected]>
Diffstat (limited to 'src/mesa/vbo/vbo_exec_array.c')
-rw-r--r--src/mesa/vbo/vbo_exec_array.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c
index 08030c454ce..6a96167fbbc 100644
--- a/src/mesa/vbo/vbo_exec_array.c
+++ b/src/mesa/vbo/vbo_exec_array.c
@@ -243,8 +243,8 @@ recalculate_input_bindings(struct gl_context *ctx)
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
const struct gl_array_attributes *array = ctx->Array.VAO->VertexAttrib;
- struct gl_client_array *vertexAttrib = ctx->Array.VAO->_VertexAttrib;
- const struct gl_client_array **inputs = &exec->array.inputs[0];
+ struct gl_vertex_array *vertexAttrib = ctx->Array.VAO->_VertexAttrib;
+ const struct gl_vertex_array **inputs = &exec->array.inputs[0];
GLbitfield64 const_inputs = 0x0;
GLuint i;