mesa: remove null pointer checks before free() calls

Since free(NULL) is fine.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This commit is contained in:
Brian Paul
2012-09-03 08:12:04 -06:00
parent 56ccdf7e30
commit 2276bb991a
+23 -43
View File
@@ -415,8 +415,7 @@ map1(GLenum target, GLfloat u1, GLfloat u2, GLint ustride,
map->u1 = u1;
map->u2 = u2;
map->du = 1.0F / (u2 - u1);
if (map->Points)
free( map->Points );
free(map->Points);
map->Points = pnts;
}
@@ -515,8 +514,7 @@ map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
map->v1 = v1;
map->v2 = v2;
map->dv = 1.0F / (v2 - v1);
if (map->Points)
free( map->Points );
free(map->Points);
map->Points = pnts;
}
@@ -1047,45 +1045,27 @@ void _mesa_free_eval_data( struct gl_context *ctx )
int i;
/* Free evaluator data */
if (ctx->EvalMap.Map1Vertex3.Points)
free( ctx->EvalMap.Map1Vertex3.Points );
if (ctx->EvalMap.Map1Vertex4.Points)
free( ctx->EvalMap.Map1Vertex4.Points );
if (ctx->EvalMap.Map1Index.Points)
free( ctx->EvalMap.Map1Index.Points );
if (ctx->EvalMap.Map1Color4.Points)
free( ctx->EvalMap.Map1Color4.Points );
if (ctx->EvalMap.Map1Normal.Points)
free( ctx->EvalMap.Map1Normal.Points );
if (ctx->EvalMap.Map1Texture1.Points)
free( ctx->EvalMap.Map1Texture1.Points );
if (ctx->EvalMap.Map1Texture2.Points)
free( ctx->EvalMap.Map1Texture2.Points );
if (ctx->EvalMap.Map1Texture3.Points)
free( ctx->EvalMap.Map1Texture3.Points );
if (ctx->EvalMap.Map1Texture4.Points)
free( ctx->EvalMap.Map1Texture4.Points );
for (i = 0; i < 16; i++)
free((ctx->EvalMap.Map1Attrib[i].Points));
free(ctx->EvalMap.Map1Vertex3.Points);
free(ctx->EvalMap.Map1Vertex4.Points);
free(ctx->EvalMap.Map1Index.Points);
free(ctx->EvalMap.Map1Color4.Points);
free(ctx->EvalMap.Map1Normal.Points);
free(ctx->EvalMap.Map1Texture1.Points);
free(ctx->EvalMap.Map1Texture2.Points);
free(ctx->EvalMap.Map1Texture3.Points);
free(ctx->EvalMap.Map1Texture4.Points);
for (i = 0; i < Elements(ctx->EvalMap.Map1Attrib); i++)
free(ctx->EvalMap.Map1Attrib[i].Points);
if (ctx->EvalMap.Map2Vertex3.Points)
free( ctx->EvalMap.Map2Vertex3.Points );
if (ctx->EvalMap.Map2Vertex4.Points)
free( ctx->EvalMap.Map2Vertex4.Points );
if (ctx->EvalMap.Map2Index.Points)
free( ctx->EvalMap.Map2Index.Points );
if (ctx->EvalMap.Map2Color4.Points)
free( ctx->EvalMap.Map2Color4.Points );
if (ctx->EvalMap.Map2Normal.Points)
free( ctx->EvalMap.Map2Normal.Points );
if (ctx->EvalMap.Map2Texture1.Points)
free( ctx->EvalMap.Map2Texture1.Points );
if (ctx->EvalMap.Map2Texture2.Points)
free( ctx->EvalMap.Map2Texture2.Points );
if (ctx->EvalMap.Map2Texture3.Points)
free( ctx->EvalMap.Map2Texture3.Points );
if (ctx->EvalMap.Map2Texture4.Points)
free( ctx->EvalMap.Map2Texture4.Points );
for (i = 0; i < 16; i++)
free(ctx->EvalMap.Map2Vertex3.Points);
free(ctx->EvalMap.Map2Vertex4.Points);
free(ctx->EvalMap.Map2Index.Points);
free(ctx->EvalMap.Map2Color4.Points);
free(ctx->EvalMap.Map2Normal.Points);
free(ctx->EvalMap.Map2Texture1.Points);
free(ctx->EvalMap.Map2Texture2.Points);
free(ctx->EvalMap.Map2Texture3.Points);
free(ctx->EvalMap.Map2Texture4.Points);
for (i = 0; i < Elements(ctx->EvalMap.Map2Attrib); i++)
free((ctx->EvalMap.Map2Attrib[i].Points));
}