vbo: whitespace fixes in vbo_save_draw.c

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Brian Paul 2018-01-11 16:18:38 -07:00
parent 7027d9c1fd
commit c40e9034be

View File

@ -63,14 +63,14 @@ _playback_copy_to_current(struct gl_context *ctx,
data = vertex;
if (node->count)
offset = (node->buffer_offset +
(node->count-1) * node->vertex_size * sizeof(GLfloat));
offset = (node->buffer_offset +
(node->count - 1) * node->vertex_size * sizeof(GLfloat));
else
offset = node->buffer_offset;
ctx->Driver.GetBufferSubData( ctx, offset,
node->vertex_size * sizeof(GLfloat),
data, node->vertex_store->bufferobj );
ctx->Driver.GetBufferSubData(ctx, offset,
node->vertex_size * sizeof(GLfloat),
data, node->vertex_store->bufferobj);
data += node->attrsz[0]; /* skip vertex position */
}
@ -90,7 +90,7 @@ _playback_copy_to_current(struct gl_context *ctx,
if (node->attrtype[i] != vbo->currval[i].Type ||
memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) {
memcpy(current, tmp, 4 * sizeof(GLfloat));
vbo->currval[i].Size = node->attrsz[i];
vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat);
vbo->currval[i].Type = node->attrtype[i];
@ -118,9 +118,9 @@ _playback_copy_to_current(struct gl_context *ctx,
if (node->prim_count) {
const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
if (prim->end)
ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
else
ctx->Driver.CurrentExecPrimitive = prim->mode;
ctx->Driver.CurrentExecPrimitive = prim->mode;
}
}
@ -130,8 +130,9 @@ _playback_copy_to_current(struct gl_context *ctx,
* Treat the vertex storage as a VBO, define vertex arrays pointing
* into it:
*/
static void vbo_bind_vertex_list(struct gl_context *ctx,
const struct vbo_save_vertex_list *node)
static void
vbo_bind_vertex_list(struct gl_context *ctx,
const struct vbo_save_vertex_list *node)
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_save_context *save = &vbo->save;
@ -195,9 +196,9 @@ static void vbo_bind_vertex_list(struct gl_context *ctx,
/* 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].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]);
@ -206,15 +207,15 @@ static void vbo_bind_vertex_list(struct gl_context *ctx,
_mesa_reference_buffer_object(ctx,
&arrays[attr].BufferObj,
node->vertex_store->bufferobj);
assert(arrays[attr].BufferObj->Name);
buffer_offset += node_attrsz[src] * sizeof(GLfloat);
assert(arrays[attr].BufferObj->Name);
buffer_offset += node_attrsz[src] * sizeof(GLfloat);
varying_inputs |= VERT_BIT(attr);
}
}
_mesa_set_varying_vp_inputs( ctx, varying_inputs );
_mesa_set_varying_vp_inputs(ctx, varying_inputs);
ctx->NewDriverState |= ctx->DriverFlags.NewArray;
}
@ -225,9 +226,9 @@ vbo_save_loopback_vertex_list(struct gl_context *ctx,
{
const char *buffer =
ctx->Driver.MapBufferRange(ctx, 0,
list->vertex_store->bufferobj->Size,
GL_MAP_READ_BIT, /* ? */
list->vertex_store->bufferobj,
list->vertex_store->bufferobj->Size,
GL_MAP_READ_BIT, /* ? */
list->vertex_store->bufferobj,
MAP_INTERNAL);
vbo_loopback_vertex_list(ctx,
@ -281,16 +282,16 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
goto end;
}
else if (save->replay_flags) {
/* Various degenerate cases: translate into immediate mode
* calls rather than trying to execute in place.
*/
vbo_save_loopback_vertex_list( ctx, node );
/* Various degenerate cases: translate into immediate mode
* calls rather than trying to execute in place.
*/
vbo_save_loopback_vertex_list(ctx, node);
goto end;
}
if (ctx->NewState)
_mesa_update_state( ctx );
_mesa_update_state(ctx);
/* XXX also need to check if shader enabled, but invalid */
if ((ctx->VertexProgram.Enabled &&
@ -302,17 +303,17 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
return;
}
vbo_bind_vertex_list( ctx, node );
vbo_bind_vertex_list(ctx, node);
vbo_draw_method(vbo_context(ctx), DRAW_DISPLAY_LIST);
/* Again...
*/
if (ctx->NewState)
_mesa_update_state( ctx );
_mesa_update_state(ctx);
if (node->count > 0) {
vbo_context(ctx)->draw_prims(ctx,
vbo_context(ctx)->draw_prims(ctx,
node->prim,
node->prim_count,
NULL,
@ -325,7 +326,7 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
/* Copy to current?
*/
_playback_copy_to_current( ctx, node );
_playback_copy_to_current(ctx, node);
end:
if (remap_vertex_store) {