[Mesa-dev] [PATCH 05/10] mesa: inline remove_array_object()

Samuel Pitoiset samuel.pitoiset at gmail.com
Thu Jul 20 09:52:59 UTC 2017


No need to check if ID is not 0 because _mesa_lookup_vao()
already prevents this to happen.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
---
 src/mesa/main/arrayobj.c | 16 +---------------
 1 file changed, 1 insertion(+), 15 deletions(-)

diff --git a/src/mesa/main/arrayobj.c b/src/mesa/main/arrayobj.c
index ce0050ace3..5f6450a042 100644
--- a/src/mesa/main/arrayobj.c
+++ b/src/mesa/main/arrayobj.c
@@ -311,20 +311,6 @@ save_array_object(struct gl_context *ctx, struct gl_vertex_array_object *vao)
 
 
 /**
- * Remove the given array object from the array object pool.
- * Do not deallocate the array object though.
- */
-static void
-remove_array_object(struct gl_context *ctx, struct gl_vertex_array_object *vao)
-{
-   if (vao->Name > 0) {
-      /* remove from hash table */
-      _mesa_HashRemoveLocked(ctx->Array.Objects, vao->Name);
-   }
-}
-
-
-/**
  * Updates the derived gl_vertex_arrays when a gl_vertex_attrib_array
  * or a gl_vertex_buffer_binding has changed.
  */
@@ -504,7 +490,7 @@ _mesa_DeleteVertexArrays(GLsizei n, const GLuint *ids)
             _mesa_BindVertexArray(0);
 
          /* The ID is immediately freed for re-use */
-         remove_array_object(ctx, obj);
+         _mesa_HashRemoveLocked(ctx->Array.Objects, obj->Name);
 
          if (ctx->Array.LastLookedUpVAO == obj)
             _mesa_reference_vao(ctx, &ctx->Array.LastLookedUpVAO, NULL);
-- 
2.13.3



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