struct gl_vertex_array_object *oldObj = *ptr;
mtx_lock(&oldObj->Mutex);
- ASSERT(oldObj->RefCount > 0);
+ assert(oldObj->RefCount > 0);
oldObj->RefCount--;
#if 0
printf("ArrayObj %p %d DECR to %d\n",
mtx_unlock(&oldObj->Mutex);
if (deleteFlag) {
- ASSERT(ctx->Driver.DeleteArrayObject);
+ assert(ctx->Driver.DeleteArrayObject);
ctx->Driver.DeleteArrayObject(ctx, oldObj);
}
*ptr = NULL;
}
- ASSERT(!*ptr);
+ assert(!*ptr);
if (vao) {
/* reference new array object */
struct gl_vertex_array_object * const oldObj = ctx->Array.VAO;
struct gl_vertex_array_object *newObj = NULL;
- ASSERT(oldObj != NULL);
+ assert(oldObj != NULL);
if ( oldObj->Name == id )
return; /* rebinding the same array object- no change */
struct gl_vertex_array_object *obj = _mesa_lookup_vao(ctx, ids[i]);
if ( obj != NULL ) {
- ASSERT( obj->Name == ids[i] );
+ assert( obj->Name == ids[i] );
/* If the array object is currently bound, the spec says "the binding
* for that object reverts to zero and the default vertex array