graphics: Refactoring: remove unnecessary empty slices

This commit is contained in:
Hajime Hoshi 2017-05-26 22:32:38 +09:00
parent c19b233ec6
commit e1b5c992b4

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@ -37,10 +37,7 @@ type commandQueue struct {
m sync.Mutex m sync.Mutex
} }
var theCommandQueue = &commandQueue{ var theCommandQueue = &commandQueue{}
commands: []command{},
vertices: []float32{},
}
func (q *commandQueue) appendVertices(vertices []float32) { func (q *commandQueue) appendVertices(vertices []float32) {
if len(q.vertices) < q.verticesNum+len(vertices) { if len(q.vertices) < q.verticesNum+len(vertices) {
@ -84,7 +81,7 @@ func (q *commandQueue) Enqueue(command command) {
// its limit (maxQuads). // its limit (maxQuads).
func (q *commandQueue) commandGroups() [][]command { func (q *commandQueue) commandGroups() [][]command {
cs := q.commands cs := q.commands
gs := [][]command{} var gs [][]command
quads := 0 quads := 0
for 0 < len(cs) { for 0 < len(cs) {
if len(gs) == 0 { if len(gs) == 0 {
@ -149,7 +146,7 @@ func (q *commandQueue) Flush(context *opengl.Context) error {
} }
lastN = n lastN = n
} }
q.commands = []command{} q.commands = nil
q.verticesNum = 0 q.verticesNum = 0
return nil return nil
} }