On Mon, 18 Jul 2011 12:47:26 -0600, Brian Paul <bri...@vmware.com> wrote:
> On 07/18/2011 10:33 AM, Eric Anholt wrote:
> > This cuts out a large portion of the overhead of glClear() from
> > resetting the texenv state and recomputing the fixed function
> > programs.  It also means less use of fixed function internally in our
> > GLES2 drivers, which is rather bogus.
> 
> Looks good.  Only minor comments below.
> 
> Reviewed-by: Brian Paul <bri...@vmware.com>

> > +   _mesa_EnableVertexAttribArrayARB(0);
> > +
> > +   vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER);
> > +   _mesa_ShaderSourceARB(vs, 1,&vs_source, NULL);
> > +   _mesa_CompileShaderARB(vs);
> > +
> > +   fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER);
> > +   _mesa_ShaderSourceARB(fs, 1,&fs_source, NULL);
> > +   _mesa_CompileShaderARB(fs);
> > +
> > +   clear->ShaderProg = _mesa_CreateProgramObjectARB();
> > +   _mesa_AttachShader(clear->ShaderProg, fs);
> > +   _mesa_AttachShader(clear->ShaderProg, vs);
> > +   _mesa_BindAttribLocationARB(clear->ShaderProg, 0, "position");
> > +   _mesa_LinkProgramARB(clear->ShaderProg);
> > +
> > +   _mesa_DeleteShader(fs);
> > +   _mesa_DeleteShader(vs);
> 
> I think these deletes could be omitted.  It might be confusing to the 
> casual reader.

Oh, we're just relying on the hash table to free them.  Sounds good (all
of the review).

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