mesa: simplify and optimise vertex bindings tracking

We only need to update it if something changes. Also
_mesa_bind_vertex_buffer() will update the mask when binding to a
NULL or default buffer so no need to do that update here.

Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
This commit is contained in:
Timothy Arceri 2017-04-06 14:47:34 +10:00
parent bfabef0e71
commit 9d69416a7e

View file

@ -137,14 +137,12 @@ vertex_attrib_binding(struct gl_context *ctx,
{
struct gl_array_attributes *array = &vao->VertexAttrib[attribIndex];
if (!_mesa_is_bufferobj(vao->BufferBinding[bindingIndex].BufferObj))
vao->VertexAttribBufferMask &= ~VERT_BIT(attribIndex);
else
vao->VertexAttribBufferMask |= VERT_BIT(attribIndex);
if (array->BufferBindingIndex != bindingIndex) {
const GLbitfield64 array_bit = VERT_BIT(attribIndex);
if (_mesa_is_bufferobj(vao->BufferBinding[bindingIndex].BufferObj))
vao->VertexAttribBufferMask |= array_bit;
FLUSH_VERTICES(ctx, _NEW_ARRAY);
vao->BufferBinding[array->BufferBindingIndex]._BoundArrays &= ~array_bit;