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authorMathias Fröhlich <mathias.froehlich@web.de>2018-02-25 18:01:07 +0100
committerMathias Fröhlich <mathias.froehlich@web.de>2018-03-01 04:06:23 +0100
commitbfa8d8e5bf5a2f2f5b727acde0b4dad34d0c4210 (patch)
treeae9f06ce625da50bad9d8c339fe429678c290b2b /src/mesa/vbo
parent6dd3e98c213f8c82a934c49eb369e88f5a648f19 (diff)
vbo: Remove vbo_save_vertex_list::start_vertex.
Replace last use on replay with _vbo_save_get_{min,max}_index. Appart from that it is not used anymore. Reviewed-by: Brian Paul <brianp@vmware.com> Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Diffstat (limited to 'src/mesa/vbo')
-rw-r--r--src/mesa/vbo/vbo_save.h1
-rw-r--r--src/mesa/vbo/vbo_save_api.c3
-rw-r--r--src/mesa/vbo/vbo_save_draw.c4
3 files changed, 2 insertions, 6 deletions
diff --git a/src/mesa/vbo/vbo_save.h b/src/mesa/vbo/vbo_save.h
index cbf73892ee1..51ca3c2614d 100644
--- a/src/mesa/vbo/vbo_save.h
+++ b/src/mesa/vbo/vbo_save.h
@@ -71,7 +71,6 @@ struct vbo_save_vertex_list {
fi_type *current_data;
GLuint buffer_offset; /**< in bytes */
- GLuint start_vertex; /**< first vertex used by any primitive */
GLuint vertex_count; /**< number of vertices in this list */
GLuint wrap_count; /* number of copied vertices at start */
diff --git a/src/mesa/vbo/vbo_save_api.c b/src/mesa/vbo/vbo_save_api.c
index e21315120dc..e8d027f15cb 100644
--- a/src/mesa/vbo/vbo_save_api.c
+++ b/src/mesa/vbo/vbo_save_api.c
@@ -642,9 +642,6 @@ compile_vertex_list(struct gl_context *ctx)
for (unsigned i = 0; i < node->prim_count; i++) {
node->prims[i].start += start_offset;
}
- node->start_vertex = start_offset;
- } else {
- node->start_vertex = 0;
}
/* Deal with GL_COMPILE_AND_EXECUTE:
diff --git a/src/mesa/vbo/vbo_save_draw.c b/src/mesa/vbo/vbo_save_draw.c
index b8b6b872c0c..137fb6e3fd1 100644
--- a/src/mesa/vbo/vbo_save_draw.c
+++ b/src/mesa/vbo/vbo_save_draw.c
@@ -213,8 +213,8 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
assert(ctx->NewState == 0);
if (node->vertex_count > 0) {
- GLuint min_index = node->start_vertex;
- GLuint max_index = min_index + node->vertex_count - 1;
+ GLuint min_index = _vbo_save_get_min_index(node);
+ GLuint max_index = _vbo_save_get_max_index(node);
vbo->draw_prims(ctx,
node->prims,
node->prim_count,