vbo: use vbo local var for draw call in vbo_save_playback_vertex_list()
authorBrian Paul <brianp@vmware.com>
Wed, 31 Jan 2018 21:05:46 +0000 (14:05 -0700)
committerBrian Paul <brianp@vmware.com>
Thu, 1 Feb 2018 19:17:59 +0000 (12:17 -0700)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Mathias Fröhlich <mathias.froehlich@web.de>
src/mesa/vbo/vbo_save_draw.c

index fd0ccc1230a8b3946a67dd62456668ef9704bf78..cf824c66b0cbe02111312c2a3db28bd671e95816 100644 (file)
@@ -332,13 +332,13 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
       if (node->vertex_count > 0) {
          GLuint min_index = node->start_vertex;
          GLuint max_index = min_index + node->vertex_count - 1;
-         vbo_context(ctx)->draw_prims(ctx,
-                                      node->prims,
-                                      node->prim_count,
-                                      NULL,
-                                      GL_TRUE,
-                                      min_index, max_index,
-                                      NULL, 0, NULL);
+         vbo->draw_prims(ctx,
+                         node->prims,
+                         node->prim_count,
+                         NULL,
+                         GL_TRUE,
+                         min_index, max_index,
+                         NULL, 0, NULL);
       }
    }