vbo: use a new local 'array' variable in bind_vertex_list() loop
authorBrian Paul <brianp@vmware.com>
Mon, 15 Jan 2018 21:48:07 +0000 (14:48 -0700)
committerBrian Paul <brianp@vmware.com>
Wed, 17 Jan 2018 18:17:56 +0000 (11:17 -0700)
Make the code a bit more concise.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
src/mesa/vbo/vbo_save_draw.c

index c1298f95a0ce35659a1c1de0f0f6d77a9643651b..5d299d8c325137a0ec4d2407dc00a6eedfc7facc 100644 (file)
@@ -201,22 +201,23 @@ bind_vertex_list(struct gl_context *ctx,
       const GLuint src = map[attr];
 
       if (node_attrsz[src]) {
+         struct gl_vertex_array *array = &arrays[attr];
+
          /* override the default array set above */
-         save->inputs[attr] = &arrays[attr];
-
-         arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
-         arrays[attr].Size = node_attrsz[src];
-         arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
-         arrays[attr].Type = node_attrtype[src];
-         arrays[attr].Integer =
-               vbo_attrtype_to_integer_flag(node_attrtype[src]);
-         arrays[attr].Format = GL_RGBA;
-         arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
+         save->inputs[attr] = array;
+
+         array->Ptr = (const GLubyte *) NULL + buffer_offset;
+         array->Size = node_attrsz[src];
+         array->StrideB = node->vertex_size * sizeof(GLfloat);
+         array->Type = node_attrtype[src];
+         array->Integer = vbo_attrtype_to_integer_flag(node_attrtype[src]);
+         array->Format = GL_RGBA;
+         array->_ElementSize = array->Size * sizeof(GLfloat);
          _mesa_reference_buffer_object(ctx,
-                                       &arrays[attr].BufferObj,
+                                       &array->BufferObj,
                                        node->vertex_store->bufferobj);
 
-         assert(arrays[attr].BufferObj->Name);
+         assert(array->BufferObj->Name);
 
          buffer_offset += node_attrsz[src] * sizeof(GLfloat);
          varying_inputs |= VERT_BIT(attr);