/* loop over TGSI shader inputs to determine vertex buffer
* and attribute info
*/
- for (attr = 0; attr < /*vs*/vp->num_inputs; attr++) {
+ for (attr = 0; attr < vp->num_inputs; attr++) {
const GLuint mesaAttr = vp->index_to_input[attr];
struct gl_buffer_object *bufobj = arrays[mesaAttr]->BufferObj;
struct pipe_vertex_element velement;
}
/* unreference buffers (frees wrapped user-space buffer objects) */
- for (attr = 0; attr < /*vs*/vp->num_inputs; attr++) {
+ for (attr = 0; attr < vp->num_inputs; attr++) {
pipe_buffer_reference(winsys, &vbuffer[attr].buffer, NULL);
assert(!vbuffer[attr].buffer);
pipe->set_vertex_buffer(pipe, attr, &vbuffer[attr]);
/* loop over TGSI shader inputs to determine vertex buffer
* and attribute info
*/
- for (attr = 0; attr < /*vs*/vp->num_inputs; attr++) {
+ for (attr = 0; attr < vp->num_inputs; attr++) {
const GLuint mesaAttr = vp->index_to_input[attr];
struct gl_buffer_object *bufobj = arrays[mesaAttr]->BufferObj;
struct pipe_vertex_element velement;