}
-/**
- * Same as _mesa_dlist_alloc(), but return a pointer which is 8-byte
- * aligned in 64-bit environments, 4-byte aligned otherwise.
- */
void *
-_mesa_dlist_alloc_aligned(struct gl_context *ctx, GLuint opcode, GLuint bytes)
+_mesa_dlist_alloc_vertex_list(struct gl_context *ctx, bool copy_to_current)
{
- Node *n = dlist_alloc(ctx, (OpCode) opcode, bytes, true);
+ Node *n = dlist_alloc(ctx,
+ copy_to_current ? OPCODE_VERTEX_LIST_COPY_CURRENT :
+ OPCODE_VERTEX_LIST,
+ sizeof(struct vbo_save_vertex_list),
+ true);
if (n)
return n + 1; /* return pointer to payload area, after opcode */
else
}
-void *
-_mesa_dlist_alloc_vertex_list(struct gl_context *ctx, bool copy_to_current)
-{
- return _mesa_dlist_alloc_aligned(ctx,
- copy_to_current ? OPCODE_VERTEX_LIST_COPY_CURRENT :
- OPCODE_VERTEX_LIST,
- sizeof(struct vbo_save_vertex_list));
-}
-
-
/**
* Allocate space for a display list instruction. The space is basically
* an array of Nodes where node[0] holds the opcode, node[1] is the first
_mesa_dlist_alloc(struct gl_context *ctx, GLuint opcode, GLuint sz);
void *
-_mesa_dlist_alloc_aligned(struct gl_context *ctx, GLuint opcode, GLuint bytes);
-
-void *
_mesa_dlist_alloc_vertex_list(struct gl_context *ctx,
bool copy_to_current);