[Mesa-dev] [PATCH 12/30] mesa: Change redundant code into loops in texstate.c.
Paul Berry
stereotype441 at gmail.com
Thu Jan 9 18:19:13 PST 2014
This is possible now that ctx->Shader.CurrentProgram is an array.
---
src/mesa/main/texstate.c | 75 +++++++++++++++++++-----------------------------
1 file changed, 29 insertions(+), 46 deletions(-)
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index b9c76da..905a9d5 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -526,27 +526,20 @@ 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 */
@@ -562,9 +555,7 @@ 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;
@@ -574,25 +565,16 @@ 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) {
@@ -624,7 +606,7 @@ 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.
@@ -654,25 +636,26 @@ 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);
}
--
1.8.5.2
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