From: Brian Paul Date: Wed, 6 May 2009 18:56:15 +0000 (-0600) Subject: mesa: use local var to make code a bit more concise X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=a6c8e900af981e011e51268a2724e5ff4a3ff1eb;p=mesa.git mesa: use local var to make code a bit more concise --- diff --git a/src/mesa/main/state.c b/src/mesa/main/state.c index f18fc8f6837..47e1aaa7281 100644 --- a/src/mesa/main/state.c +++ b/src/mesa/main/state.c @@ -69,17 +69,18 @@ update_separate_specular(GLcontext *ctx) static void update_arrays( GLcontext *ctx ) { + const struct gl_array_object *arrayObj = ctx->Array.ArrayObj; GLuint i, min; /* find min of _MaxElement values for all enabled arrays */ /* 0 */ if (ctx->VertexProgram._Current - && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) { - min = ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS]._MaxElement; + && arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) { + min = arrayObj->VertexAttrib[VERT_ATTRIB_POS]._MaxElement; } - else if (ctx->Array.ArrayObj->Vertex.Enabled) { - min = ctx->Array.ArrayObj->Vertex._MaxElement; + else if (arrayObj->Vertex.Enabled) { + min = arrayObj->Vertex._MaxElement; } else { /* can't draw anything without vertex positions! */ @@ -88,86 +89,86 @@ update_arrays( GLcontext *ctx ) /* 1 */ if (ctx->VertexProgram._Enabled - && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) { - min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]._MaxElement); + && arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) { + min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]._MaxElement); } /* no conventional vertex weight array */ /* 2 */ if (ctx->VertexProgram._Enabled - && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) { - min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]._MaxElement); + && arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) { + min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]._MaxElement); } - else if (ctx->Array.ArrayObj->Normal.Enabled) { - min = MIN2(min, ctx->Array.ArrayObj->Normal._MaxElement); + else if (arrayObj->Normal.Enabled) { + min = MIN2(min, arrayObj->Normal._MaxElement); } /* 3 */ if (ctx->VertexProgram._Enabled - && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) { - min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]._MaxElement); + && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) { + min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]._MaxElement); } - else if (ctx->Array.ArrayObj->Color.Enabled) { - min = MIN2(min, ctx->Array.ArrayObj->Color._MaxElement); + else if (arrayObj->Color.Enabled) { + min = MIN2(min, arrayObj->Color._MaxElement); } /* 4 */ if (ctx->VertexProgram._Enabled - && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) { - min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]._MaxElement); + && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) { + min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]._MaxElement); } - else if (ctx->Array.ArrayObj->SecondaryColor.Enabled) { - min = MIN2(min, ctx->Array.ArrayObj->SecondaryColor._MaxElement); + else if (arrayObj->SecondaryColor.Enabled) { + min = MIN2(min, arrayObj->SecondaryColor._MaxElement); } /* 5 */ if (ctx->VertexProgram._Enabled - && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) { - min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG]._MaxElement); + && arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) { + min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_FOG]._MaxElement); } - else if (ctx->Array.ArrayObj->FogCoord.Enabled) { - min = MIN2(min, ctx->Array.ArrayObj->FogCoord._MaxElement); + else if (arrayObj->FogCoord.Enabled) { + min = MIN2(min, arrayObj->FogCoord._MaxElement); } /* 6 */ if (ctx->VertexProgram._Enabled - && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) { - min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]._MaxElement); + && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) { + min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]._MaxElement); } - else if (ctx->Array.ArrayObj->Index.Enabled) { - min = MIN2(min, ctx->Array.ArrayObj->Index._MaxElement); + else if (arrayObj->Index.Enabled) { + min = MIN2(min, arrayObj->Index._MaxElement); } /* 7 */ if (ctx->VertexProgram._Enabled - && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) { - min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]._MaxElement); + && arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) { + min = MIN2(min, arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]._MaxElement); } /* 8..15 */ for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) { if (ctx->VertexProgram._Enabled - && ctx->Array.ArrayObj->VertexAttrib[i].Enabled) { - min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[i]._MaxElement); + && arrayObj->VertexAttrib[i].Enabled) { + min = MIN2(min, arrayObj->VertexAttrib[i]._MaxElement); } else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits - && ctx->Array.ArrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) { - min = MIN2(min, ctx->Array.ArrayObj->TexCoord[i - VERT_ATTRIB_TEX0]._MaxElement); + && arrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) { + min = MIN2(min, arrayObj->TexCoord[i - VERT_ATTRIB_TEX0]._MaxElement); } } /* 16..31 */ if (ctx->VertexProgram._Current) { for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) { - if (ctx->Array.ArrayObj->VertexAttrib[i].Enabled) { - min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[i]._MaxElement); + if (arrayObj->VertexAttrib[i].Enabled) { + min = MIN2(min, arrayObj->VertexAttrib[i]._MaxElement); } } } - if (ctx->Array.ArrayObj->EdgeFlag.Enabled) { - min = MIN2(min, ctx->Array.ArrayObj->EdgeFlag._MaxElement); + if (arrayObj->EdgeFlag.Enabled) { + min = MIN2(min, arrayObj->EdgeFlag._MaxElement); } /* _MaxElement is one past the last legal array element */