[Mesa-dev] [PATCH v2 2/3] mesa: meta: use consistent `if-else' statement throughout the function.

Oliver McFadden oliver.mcfadden at linux.intel.com
Thu Oct 4 04:21:31 PDT 2012


Note the blocks of the `if-else' statement are swapped; the functional
change is only inside the condition of the `if' statement.

Signed-off-by: Oliver McFadden <oliver.mcfadden at linux.intel.com>
---
 src/mesa/drivers/common/meta.c |   46 ++++++++++++++++++++--------------------
 1 files changed, 23 insertions(+), 23 deletions(-)

diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index eda72da..d148c88 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -3074,44 +3074,44 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
    const char *extension_mode;
    GLuint vs, fs;
 
-   if (ctx->API == API_OPENGLES2 || ctx->Const.GLSLVersion < 130) {
+   if (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) {
       vs_source =
-         "attribute vec2 position;\n"
-         "attribute vec3 textureCoords;\n"
-         "varying vec3 texCoords;\n"
+         "#version 130\n"
+         "in vec2 position;\n"
+         "in vec3 textureCoords;\n"
+         "out vec3 texCoords;\n"
          "void main()\n"
          "{\n"
          "   texCoords = textureCoords;\n"
          "   gl_Position = vec4(position, 0.0, 1.0);\n"
          "}\n";
       fs_template =
-         "#extension GL_EXT_texture_array : %s\n"
+         "#version 130\n"
          "uniform %s texSampler;\n"
-         "varying vec3 texCoords;\n"
+         "in vec3 texCoords;\n"
+         "out %s out_color;\n"
+         "\n"
          "void main()\n"
          "{\n"
-         "   gl_FragColor = %s(texSampler, %s);\n"
+         "   out_color = texture(texSampler, %s);\n"
          "}\n";
    } else {
       vs_source =
-         "#version 130\n"
-         "in vec2 position;\n"
-         "in vec3 textureCoords;\n"
-         "out vec3 texCoords;\n"
+         "attribute vec2 position;\n"
+         "attribute vec3 textureCoords;\n"
+         "varying vec3 texCoords;\n"
          "void main()\n"
          "{\n"
          "   texCoords = textureCoords;\n"
          "   gl_Position = vec4(position, 0.0, 1.0);\n"
          "}\n";
       fs_template =
-         "#version 130\n"
+         "#extension GL_EXT_texture_array : %s\n"
          "uniform %s texSampler;\n"
-         "in vec3 texCoords;\n"
-         "out %s out_color;\n"
-         "\n"
+         "varying vec3 texCoords;\n"
          "void main()\n"
          "{\n"
-         "   out_color = texture(texSampler, %s);\n"
+         "   gl_FragColor = %s(texSampler, %s);\n"
          "}\n";
     }
 
@@ -3143,7 +3143,12 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
 
    mem_ctx = ralloc_context(NULL);
 
-   if (ctx->API == API_OPENGLES2 || ctx->Const.GLSLVersion < 130) {
+   if (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) {
+      fs_source = ralloc_asprintf(mem_ctx, fs_template,
+                                  sampler->type, "vec4",
+                                  sampler->texcoords);
+   }
+   else {
       extension_mode = ((target == GL_TEXTURE_1D_ARRAY) ||
                         (target == GL_TEXTURE_2D_ARRAY)) ?
                        "require" : "disable";
@@ -3152,11 +3157,6 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
                                   extension_mode, sampler->type,
                                   sampler->func, sampler->texcoords);
    }
-   else {
-      fs_source = ralloc_asprintf(mem_ctx, fs_template,
-                                  sampler->type, "vec4",
-                                  sampler->texcoords);
-   }
 
    vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
    fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
@@ -3175,7 +3175,7 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
    ralloc_free(mem_ctx);
 
    if ((_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) ||
-       _mesa_is_gles3(ctx)){
+       _mesa_is_gles3(ctx)) {
       vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
       fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
 
-- 
1.7.8.6



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