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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_split.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_split.c')
-rw-r--r--src/mesa/vbo/vbo_split.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/vbo/vbo_split.c b/src/mesa/vbo/vbo_split.c
index 79d7dd40834..611d4cafbdf 100644
--- a/src/mesa/vbo/vbo_split.c
+++ b/src/mesa/vbo/vbo_split.c
@@ -99,7 +99,7 @@ GLboolean split_prim_inplace(GLenum mode, GLuint *first, GLuint *incr)
void vbo_split_prims( struct gl_context *ctx,
- const struct gl_client_array *arrays[],
+ const struct gl_vertex_array *arrays[],
const struct _mesa_prim *prim,
GLuint nr_prims,
const struct _mesa_index_buffer *ib,