[Mesa-dev] [PATCH 2/7] mesa: add an index_to_target_enum() function
Brian Paul
brianp at vmware.com
Mon Jan 6 09:37:05 PST 2014
On 01/02/2014 05:27 PM, Maxence Le Doré wrote:
> From: Maxence Le Doré <Maxence Le Doré>
>
> ---
> src/mesa/main/texobj.c | 40 ++++++++++++++++++++++++++++++++++++++++
> 1 file changed, 40 insertions(+)
>
> diff --git a/src/mesa/main/texobj.c b/src/mesa/main/texobj.c
> index d6510fe..bddbc50 100644
> --- a/src/mesa/main/texobj.c
> +++ b/src/mesa/main/texobj.c
> @@ -1218,6 +1218,46 @@ target_enum_to_index(const struct gl_context *ctx, GLenum target)
>
>
> /**
> + * Convert a Mesa texture target index into the corresponding
> + * GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D.
> + * Note that proxy targets are not valid here.
> + * \return GL_TEXTURE_x or 0x0 if index is invalid
> + */
> +static GLenum
> +index_to_target_enum(struct gl_context *ctx, GLint index)
> +{
> + switch (index) {
> + case TEXTURE_2D_MULTISAMPLE_INDEX:
> + return GL_TEXTURE_2D_MULTISAMPLE;
> + case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX:
> + return GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
> + case TEXTURE_CUBE_ARRAY_INDEX:
> + return GL_TEXTURE_CUBE_MAP_ARRAY;
> + case TEXTURE_BUFFER_INDEX:
> + return GL_TEXTURE_BUFFER_ARB;
> + case TEXTURE_2D_ARRAY_INDEX:
> + return GL_TEXTURE_2D_ARRAY_EXT;
> + case TEXTURE_1D_ARRAY_INDEX:
> + return GL_TEXTURE_1D_ARRAY_EXT;
> + case TEXTURE_EXTERNAL_INDEX:
> + return GL_TEXTURE_EXTERNAL_OES;
> + case TEXTURE_CUBE_INDEX:
> + return GL_TEXTURE_CUBE_MAP_ARB;
> + case TEXTURE_3D_INDEX:
> + return GL_TEXTURE_3D;
> + case TEXTURE_RECT_INDEX:
> + return GL_TEXTURE_RECTANGLE_NV;
> + case TEXTURE_2D_INDEX:
> + return GL_TEXTURE_2D;
> + case TEXTURE_1D_INDEX:
> + return GL_TEXTURE_1D;
> + default:
> + return 0x0;
> + }
> +}
We use 3-space indentation.
But this function could be done more efficiently:
static GLenum
index_to_target_enum(struct gl_context *ctx, GLint index)
{
static const GLenum names[] = {
GL_TEXTURE_2D_MULTISAMPLE,
GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
...
}
STATIC_ASSSERT(Elements(names) == NUM_TEXTURE_TARGETS);
assert(index < NUM_TEXTURE_TARGETS);
return names[index];
}
And why is this function needed? I don't see it used in the other
patches (but maybe I missed it).
-Brian
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