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Diffstat (limited to 'src/mesa/vbo/vbo_context.c')
-rw-r--r--src/mesa/vbo/vbo_context.c38
1 files changed, 3 insertions, 35 deletions
diff --git a/src/mesa/vbo/vbo_context.c b/src/mesa/vbo/vbo_context.c
index a5b0070bd3c..e3be39a342e 100644
--- a/src/mesa/vbo/vbo_context.c
+++ b/src/mesa/vbo/vbo_context.c
@@ -33,24 +33,13 @@
#include "vbo.h"
#include "vbo_context.h"
-#if 0
-/* Reach out and grab this to use as the default:
- */
-extern void _tnl_draw_prims( GLcontext *ctx,
- const struct gl_client_array *arrays[],
- const struct _mesa_prim *prims,
- GLuint nr_prims,
- const struct _mesa_index_buffer *ib,
- GLuint min_index,
- GLuint max_index );
-#endif
-
#define NR_LEGACY_ATTRIBS 16
#define NR_GENERIC_ATTRIBS 16
#define NR_MAT_ATTRIBS 12
+
static GLuint check_size( const GLfloat *attr )
{
if (attr[3] != 1.0) return 4;
@@ -59,6 +48,7 @@ static GLuint check_size( const GLfloat *attr )
return 1;
}
+
static void init_legacy_currval(GLcontext *ctx)
{
struct vbo_context *vbo = vbo_context(ctx);
@@ -158,23 +148,6 @@ static void init_mat_currval(GLcontext *ctx)
}
}
-#if 0
-
-static void vbo_exec_current_init( struct vbo_exec_context *exec )
-{
- GLcontext *ctx = exec->ctx;
- GLint i;
-
- /* setup the pointers for the typical 16 vertex attributes */
- for (i = 0; i < VBO_ATTRIB_FIRST_MATERIAL; i++)
- exec->vtx.current[i] = ctx->Current.Attrib[i];
-
- /* setup pointers for the 12 material attributes */
- for (i = 0; i < MAT_ATTRIB_MAX; i++)
- exec->vtx.current[VBO_ATTRIB_FIRST_MATERIAL + i] =
- ctx->Light.Material.Attrib[i];
-}
-#endif
GLboolean _vbo_CreateContext( GLcontext *ctx )
{
@@ -220,12 +193,6 @@ GLboolean _vbo_CreateContext( GLcontext *ctx )
}
- /* By default:
- */
-#if 0 /* dead - see vbo_set_draw_func() */
- vbo->draw_prims = _tnl_draw_prims;
-#endif
-
/* Hook our functions into exec and compile dispatch tables. These
* will pretty much be permanently installed, which means that the
* vtxfmt mechanism can be removed now.
@@ -240,6 +207,7 @@ GLboolean _vbo_CreateContext( GLcontext *ctx )
return GL_TRUE;
}
+
void _vbo_InvalidateState( GLcontext *ctx, GLuint new_state )
{
_ae_invalidate_state(ctx, new_state);