[Mesa-dev] [PATCH 1/4] mesa: Trivial clean-ups in uniform_query.cpp

Manolova, Plamena plamena.manolova at intel.com
Wed Jan 25 12:24:28 UTC 2017


Looks good to me :) Reviewed-by: Plamena Manolova <
plamena.manolova at intel.com>

On Wed, Jan 25, 2017 at 1:30 AM, Ian Romanick <idr at freedesktop.org> wrote:

> From: Ian Romanick <ian.d.romanick at intel.com>
>
> This is C++, so we can mix code and declarations.  Doing so allows
> constification.
>
> Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
> ---
>  src/mesa/main/uniform_query.cpp | 12 ++++--------
>  1 file changed, 4 insertions(+), 8 deletions(-)
>
> diff --git a/src/mesa/main/uniform_query.cpp
> b/src/mesa/main/uniform_query.cpp
> index d5a2d0f..c2429c1 100644
> --- a/src/mesa/main/uniform_query.cpp
> +++ b/src/mesa/main/uniform_query.cpp
> @@ -992,10 +992,6 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct
> gl_shader_program *shProg,
>                       const GLvoid *values, enum glsl_base_type basicType)
>  {
>     unsigned offset;
> -   unsigned vectors;
> -   unsigned components;
> -   unsigned elements;
> -   int size_mul;
>     struct gl_uniform_storage *const uni =
>        validate_uniform_parameters(ctx, shProg, location, count,
>                                    &offset, "glUniformMatrix");
> @@ -1009,11 +1005,11 @@ _mesa_uniform_matrix(struct gl_context *ctx,
> struct gl_shader_program *shProg,
>     }
>
>     assert(basicType == GLSL_TYPE_FLOAT || basicType == GLSL_TYPE_DOUBLE);
> -   size_mul = basicType == GLSL_TYPE_DOUBLE ? 2 : 1;
> +   const unsigned size_mul = basicType == GLSL_TYPE_DOUBLE ? 2 : 1;
>
>     assert(!uni->type->is_sampler());
> -   vectors = uni->type->matrix_columns;
> -   components = uni->type->vector_elements;
> +   const unsigned vectors = uni->type->matrix_columns;
> +   const unsigned components = uni->type->vector_elements;
>
>     /* Verify that the types are compatible.  This is greatly simplified
> for
>      * matrices because they can only have a float base type.
> @@ -1084,7 +1080,7 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct
> gl_shader_program *shProg,
>
>     /* Store the data in the "actual type" backing storage for the uniform.
>      */
> -   elements = components * vectors;
> +   const unsigned elements = components * vectors;
>
>     if (!transpose) {
>        memcpy(&uni->storage[size_mul * elements * offset], values,
> --
> 2.7.4
>
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