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authorBrian Paul <[email protected]>2018-01-12 09:52:05 -0700
committerBrian Paul <[email protected]>2018-01-17 11:17:56 -0700
commit4acc8a0de3b136882483b25add0b8b21ceff9bb5 (patch)
treec69a5064bc7b2b8c167df5ac74da3758c05dff33 /src/mesa/vbo/vbo_save.h
parent841d1839e2d4a0d2b0cf4ffcba26280570922356 (diff)
vbo: rename prim to prims
Using a plural name makes it easier to see that this is an array and not a pointer to a single object. Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/mesa/vbo/vbo_save.h')
-rw-r--r--src/mesa/vbo/vbo_save.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/vbo/vbo_save.h b/src/mesa/vbo/vbo_save.h
index e9f3cae0642..32782b13e70 100644
--- a/src/mesa/vbo/vbo_save.h
+++ b/src/mesa/vbo/vbo_save.h
@@ -79,7 +79,7 @@ struct vbo_save_vertex_list {
GLboolean dangling_attr_ref; /* current attr implicitly referenced
outside the list */
- struct _mesa_prim *prim;
+ struct _mesa_prim *prims;
GLuint prim_count;
struct vbo_save_vertex_store *vertex_store;
@@ -138,7 +138,7 @@ struct vbo_save_context {
GLuint wrap_count;
GLbitfield replay_flags;
- struct _mesa_prim *prim;
+ struct _mesa_prim *prims;
GLuint prim_count, prim_max;
struct vbo_save_vertex_store *vertex_store;