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-rw-r--r--src/mesa/vbo/vbo.h3
-rw-r--r--src/mesa/vbo/vbo_rebase.c10
2 files changed, 0 insertions, 13 deletions
diff --git a/src/mesa/vbo/vbo.h b/src/mesa/vbo/vbo.h
index ec2ac0e8bf5..0007029996c 100644
--- a/src/mesa/vbo/vbo.h
+++ b/src/mesa/vbo/vbo.h
@@ -153,10 +153,7 @@ void vbo_split_prims( struct gl_context *ctx,
const struct split_limits *limits );
-/* Helpers for dealing translating away non-zero min_index.
- */
GLboolean vbo_all_varyings_in_vbos( const struct gl_vertex_array *arrays[] );
-GLboolean vbo_any_varyings_in_vbos( const struct gl_vertex_array *arrays[] );
void vbo_rebase_prims( struct gl_context *ctx,
const struct gl_vertex_array *arrays[],
diff --git a/src/mesa/vbo/vbo_rebase.c b/src/mesa/vbo/vbo_rebase.c
index 9f5dc4678f8..a9d8ff93e93 100644
--- a/src/mesa/vbo/vbo_rebase.c
+++ b/src/mesa/vbo/vbo_rebase.c
@@ -91,16 +91,6 @@ GLboolean vbo_all_varyings_in_vbos( const struct gl_vertex_array *arrays[] )
return GL_TRUE;
}
-GLboolean vbo_any_varyings_in_vbos( const struct gl_vertex_array *arrays[] )
-{
- GLuint i;
-
- for (i = 0; i < VERT_ATTRIB_MAX; i++)
- if (arrays[i]->BufferObj->Name != 0)
- return GL_TRUE;
-
- return GL_FALSE;
-}
/* Adjust primitives, indices and vertex definitions so that min_index
* becomes zero. There are lots of reasons for wanting to do this, eg: