Mesa (master): mesa: remove handcounted magic number
Kenneth Graunke
kwg at kemper.freedesktop.org
Tue Sep 24 18:41:14 UTC 2013
Module: Mesa
Branch: master
Commit: 49f8fc64de4d06fd516f15cc77449d33f0b85714
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=49f8fc64de4d06fd516f15cc77449d33f0b85714
Author: Dylan Noblesmith <nobled at dreamwidth.org>
Date: Fri Sep 20 11:55:41 2013 -0400
mesa: remove handcounted magic number
Also make it a compile-time error with STATIC_ASSERT.
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/mesa/main/teximage.c | 33 ++++++++++++++++++++-------------
1 files changed, 20 insertions(+), 13 deletions(-)
diff --git a/src/mesa/main/teximage.c b/src/mesa/main/teximage.c
index b719fc8..c126113 100644
--- a/src/mesa/main/teximage.c
+++ b/src/mesa/main/teximage.c
@@ -661,22 +661,29 @@ _mesa_delete_texture_image(struct gl_context *ctx,
GLboolean
_mesa_is_proxy_texture(GLenum target)
{
+ unsigned i;
+ static const GLenum targets[] = {
+ GL_PROXY_TEXTURE_1D,
+ GL_PROXY_TEXTURE_2D,
+ GL_PROXY_TEXTURE_3D,
+ GL_PROXY_TEXTURE_CUBE_MAP,
+ GL_PROXY_TEXTURE_RECTANGLE,
+ GL_PROXY_TEXTURE_1D_ARRAY,
+ GL_PROXY_TEXTURE_2D_ARRAY,
+ GL_PROXY_TEXTURE_CUBE_MAP_ARRAY,
+ GL_PROXY_TEXTURE_2D_MULTISAMPLE,
+ GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY
+ };
/*
- * NUM_TEXTURE_TARGETS should match number of terms below, except there's no
+ * NUM_TEXTURE_TARGETS should match number of terms above, except there's no
* proxy for GL_TEXTURE_BUFFER and GL_TEXTURE_EXTERNAL_OES.
*/
- assert(NUM_TEXTURE_TARGETS == 10 + 2);
-
- return (target == GL_PROXY_TEXTURE_1D ||
- target == GL_PROXY_TEXTURE_2D ||
- target == GL_PROXY_TEXTURE_3D ||
- target == GL_PROXY_TEXTURE_CUBE_MAP_ARB ||
- target == GL_PROXY_TEXTURE_RECTANGLE_NV ||
- target == GL_PROXY_TEXTURE_1D_ARRAY_EXT ||
- target == GL_PROXY_TEXTURE_2D_ARRAY_EXT ||
- target == GL_PROXY_TEXTURE_CUBE_MAP_ARRAY ||
- target == GL_PROXY_TEXTURE_2D_MULTISAMPLE ||
- target == GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY);
+ STATIC_ASSERT(NUM_TEXTURE_TARGETS == Elements(targets) + 2);
+
+ for (i = 0; i < Elements(targets); ++i)
+ if (target == targets[i])
+ return GL_TRUE;
+ return GL_FALSE;
}
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