From: Paul Berry Date: Thu, 9 Jan 2014 19:34:33 +0000 (-0800) Subject: mesa: Change redundant code into loops in texstate.c. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;ds=sidebyside;h=1032c33cb93f1e8839be0f743b81492c2ca87e39;p=mesa.git mesa: Change redundant code into loops in texstate.c. This is possible now that ctx->Shader.CurrentProgram is an array. Reviewed-by: Chris Forbes Reviewed-by: Brian Paul --- diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c index b6da76d4213..08725f60195 100644 --- a/src/mesa/main/texstate.c +++ b/src/mesa/main/texstate.c @@ -527,27 +527,20 @@ static void update_texture_state( struct gl_context *ctx ) { GLuint unit; - struct gl_program *fprog = NULL; - struct gl_program *vprog = NULL; - struct gl_program *gprog = NULL; + struct gl_program *prog[MESA_SHADER_STAGES]; GLbitfield enabledFragUnits = 0x0; - - if (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX] && - ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->LinkStatus) { - vprog = ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->_LinkedShaders[MESA_SHADER_VERTEX]->Program; - } - - if (ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY] && - ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]->LinkStatus) { - gprog = ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program; - } - - if (ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT] && - ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]->LinkStatus) { - fprog = ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program; - } - else if (ctx->FragmentProgram._Enabled) { - fprog = &ctx->FragmentProgram.Current->Base; + int i; + + for (i = 0; i < MESA_SHADER_STAGES; i++) { + if (ctx->Shader.CurrentProgram[i] && + ctx->Shader.CurrentProgram[i]->LinkStatus) { + prog[i] = ctx->Shader.CurrentProgram[i]->_LinkedShaders[i]->Program; + } else { + if (i == MESA_SHADER_FRAGMENT && ctx->FragmentProgram._Enabled) + prog[i] = &ctx->FragmentProgram.Current->Base; + else + prog[i] = NULL; + } } /* TODO: only set this if there are actual changes */ @@ -563,9 +556,7 @@ update_texture_state( struct gl_context *ctx ) */ for (unit = 0; unit < ctx->Const.MaxCombinedTextureImageUnits; unit++) { struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; - GLbitfield enabledVertTargets = 0x0; - GLbitfield enabledFragTargets = 0x0; - GLbitfield enabledGeomTargets = 0x0; + GLbitfield enabledTargetsByStage[MESA_SHADER_STAGES]; GLbitfield enabledTargets = 0x0; GLuint texIndex; @@ -575,25 +566,16 @@ update_texture_state( struct gl_context *ctx ) * by a fragment program/program. When multiple flags are set, we'll * settle on the one with highest priority (see below). */ - if (vprog) { - enabledVertTargets |= vprog->TexturesUsed[unit]; + for (i = 0; i < MESA_SHADER_STAGES; i++) { + if (prog[i]) + enabledTargetsByStage[i] = prog[i]->TexturesUsed[unit]; + else if (i == MESA_SHADER_FRAGMENT) + enabledTargetsByStage[i] = texUnit->Enabled; + else + enabledTargetsByStage[i] = 0; + enabledTargets |= enabledTargetsByStage[i]; } - if (gprog) { - enabledGeomTargets |= gprog->TexturesUsed[unit]; - } - - if (fprog) { - enabledFragTargets |= fprog->TexturesUsed[unit]; - } - else { - /* fixed-function fragment program */ - enabledFragTargets |= texUnit->Enabled; - } - - enabledTargets = enabledVertTargets | enabledFragTargets | - enabledGeomTargets; - texUnit->_ReallyEnabled = 0x0; if (enabledTargets == 0x0) { @@ -625,7 +607,7 @@ update_texture_state( struct gl_context *ctx ) } if (!texUnit->_ReallyEnabled) { - if (fprog) { + if (prog[MESA_SHADER_FRAGMENT]) { /* If we get here it means the shader is expecting a texture * object, but there isn't one (or it's incomplete). Use the * fallback texture. @@ -655,25 +637,26 @@ update_texture_state( struct gl_context *ctx ) ctx->Texture._EnabledUnits |= (1 << unit); - if (enabledFragTargets) + if (enabledTargetsByStage[MESA_SHADER_FRAGMENT]) enabledFragUnits |= (1 << unit); - if (!fprog) + if (!prog[MESA_SHADER_FRAGMENT]) update_tex_combine(ctx, texUnit); } /* Determine which texture coordinate sets are actually needed */ - if (fprog) { + if (prog[MESA_SHADER_FRAGMENT]) { const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1; ctx->Texture._EnabledCoordUnits - = (fprog->InputsRead >> VARYING_SLOT_TEX0) & coordMask; + = (prog[MESA_SHADER_FRAGMENT]->InputsRead >> VARYING_SLOT_TEX0) & + coordMask; } else { ctx->Texture._EnabledCoordUnits = enabledFragUnits; } - if (!fprog || !vprog) + if (!prog[MESA_SHADER_FRAGMENT] || !prog[MESA_SHADER_VERTEX]) update_texgen(ctx); _mesa_validate_image_units(ctx);