Move the A != 0 code to the first block.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Reviewed-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4052>
if (N>2) dest[2] = V2; \
if (N>3) dest[3] = V3; \
assert(exec->vtx.attr[A].type == T); \
- } \
\
- if ((A) == 0) { \
+ /* we now have accumulated a per-vertex attribute */ \
+ ctx->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT; \
+ } else { \
/* This is a glVertex call */ \
uint32_t *dst = (uint32_t *)exec->vtx.buffer_ptr; \
uint32_t *src = (uint32_t *)exec->vtx.vertex; \
\
if (unlikely(++exec->vtx.vert_count >= exec->vtx.max_vert)) \
vbo_exec_vtx_wrap(exec); \
- } else { \
- /* we now have accumulated per-vertex attributes */ \
- ctx->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT; \
} \
} while (0)