On 06/20/2017 06:57 PM, Ian Romanick wrote:
On 06/20/2017 06:13 AM, Samuel Pitoiset wrote:
_mesa_lookup_vao() already returns NULL if id is zero.

Signed-off-by: Samuel Pitoiset <samuel.pitoi...@gmail.com>
---
  src/mesa/main/arrayobj.c | 7 +------
  1 file changed, 1 insertion(+), 6 deletions(-)

diff --git a/src/mesa/main/arrayobj.c b/src/mesa/main/arrayobj.c
index 82c00fbe826..7988a225baf 100644
--- a/src/mesa/main/arrayobj.c
+++ b/src/mesa/main/arrayobj.c
@@ -605,14 +605,9 @@ _mesa_IsVertexArray( GLuint id )
     GET_CURRENT_CONTEXT(ctx);
     ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
- if (id == 0)
-      return GL_FALSE;
-
     obj = _mesa_lookup_vao(ctx, id);
-   if (obj == NULL)
-      return GL_FALSE;
- return obj->EverBound;
+   return obj ? obj->EverBound : GL_FALSE;

Using ?: makes the change from the original code obvious, but I think

    return obj != NULL && obj->EverBound;

will be more clear for the future.  I remember writing an optimization
pass for the GLSL compiler that makes this same translation. :)

Yes, pushed with your suggestion. :)


  }
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