[Mesa-dev] [PATCH] swrast: remove unneeded & operators in _swrast_choose_texture_sample_func()
Anuj Phogat
anuj.phogat at gmail.com
Mon Jul 20 11:38:26 PDT 2015
On Mon, Jul 20, 2015 at 11:28 AM, Brian Paul <brianp at vmware.com> wrote:
> ---
> src/mesa/swrast/s_texfilter.c | 56 +++++++++++++++++++++----------------------
> 1 file changed, 28 insertions(+), 28 deletions(-)
>
> diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c
> index abc1727..cd6395f 100644
> --- a/src/mesa/swrast/s_texfilter.c
> +++ b/src/mesa/swrast/s_texfilter.c
> @@ -3713,7 +3713,7 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx,
> const struct gl_sampler_object *sampler)
> {
> if (!t || !_mesa_is_texture_complete(t, sampler)) {
> - return &null_sample_func;
> + return null_sample_func;
> }
> else {
> const GLboolean needLambda =
> @@ -3722,32 +3722,32 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx,
> switch (t->Target) {
> case GL_TEXTURE_1D:
> if (is_depth_texture(t)) {
> - return &sample_depth_texture;
> + return sample_depth_texture;
> }
> else if (needLambda) {
> - return &sample_lambda_1d;
> + return sample_lambda_1d;
> }
> else if (sampler->MinFilter == GL_LINEAR) {
> - return &sample_linear_1d;
> + return sample_linear_1d;
> }
> else {
> assert(sampler->MinFilter == GL_NEAREST);
> - return &sample_nearest_1d;
> + return sample_nearest_1d;
> }
> case GL_TEXTURE_2D:
> if (is_depth_texture(t)) {
> - return &sample_depth_texture;
> + return sample_depth_texture;
> }
> else if (needLambda) {
> /* Anisotropic filtering extension. Activated only if mipmaps are used */
> if (sampler->MaxAnisotropy > 1.0 &&
> sampler->MinFilter == GL_LINEAR_MIPMAP_LINEAR) {
> - return &sample_lambda_2d_aniso;
> + return sample_lambda_2d_aniso;
> }
> - return &sample_lambda_2d;
> + return sample_lambda_2d;
> }
> else if (sampler->MinFilter == GL_LINEAR) {
> - return &sample_linear_2d;
> + return sample_linear_2d;
> }
> else {
> /* check for a few optimized cases */
> @@ -3772,72 +3772,72 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx,
> }
> case GL_TEXTURE_3D:
> if (needLambda) {
> - return &sample_lambda_3d;
> + return sample_lambda_3d;
> }
> else if (sampler->MinFilter == GL_LINEAR) {
> - return &sample_linear_3d;
> + return sample_linear_3d;
> }
> else {
> assert(sampler->MinFilter == GL_NEAREST);
> - return &sample_nearest_3d;
> + return sample_nearest_3d;
> }
> case GL_TEXTURE_CUBE_MAP:
> if (needLambda) {
> - return &sample_lambda_cube;
> + return sample_lambda_cube;
> }
> else if (sampler->MinFilter == GL_LINEAR) {
> - return &sample_linear_cube;
> + return sample_linear_cube;
> }
> else {
> assert(sampler->MinFilter == GL_NEAREST);
> - return &sample_nearest_cube;
> + return sample_nearest_cube;
> }
> case GL_TEXTURE_RECTANGLE_NV:
> if (is_depth_texture(t)) {
> - return &sample_depth_texture;
> + return sample_depth_texture;
> }
> else if (needLambda) {
> - return &sample_lambda_rect;
> + return sample_lambda_rect;
> }
> else if (sampler->MinFilter == GL_LINEAR) {
> - return &sample_linear_rect;
> + return sample_linear_rect;
> }
> else {
> assert(sampler->MinFilter == GL_NEAREST);
> - return &sample_nearest_rect;
> + return sample_nearest_rect;
> }
> case GL_TEXTURE_1D_ARRAY_EXT:
> if (is_depth_texture(t)) {
> - return &sample_depth_texture;
> + return sample_depth_texture;
> }
> else if (needLambda) {
> - return &sample_lambda_1d_array;
> + return sample_lambda_1d_array;
> }
> else if (sampler->MinFilter == GL_LINEAR) {
> - return &sample_linear_1d_array;
> + return sample_linear_1d_array;
> }
> else {
> assert(sampler->MinFilter == GL_NEAREST);
> - return &sample_nearest_1d_array;
> + return sample_nearest_1d_array;
> }
> case GL_TEXTURE_2D_ARRAY_EXT:
> if (is_depth_texture(t)) {
> - return &sample_depth_texture;
> + return sample_depth_texture;
> }
> else if (needLambda) {
> - return &sample_lambda_2d_array;
> + return sample_lambda_2d_array;
> }
> else if (sampler->MinFilter == GL_LINEAR) {
> - return &sample_linear_2d_array;
> + return sample_linear_2d_array;
> }
> else {
> assert(sampler->MinFilter == GL_NEAREST);
> - return &sample_nearest_2d_array;
> + return sample_nearest_2d_array;
> }
> default:
> _mesa_problem(ctx,
> "invalid target in _swrast_choose_texture_sample_func");
> - return &null_sample_func;
> + return null_sample_func;
> }
> }
> }
> --
> 1.9.1
>
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Reviewed-by: Anuj Phogat <anuj.phogat at gmail.com>
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