[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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