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authorBrian Paul <brianp@vmware.com>2009-02-28 17:40:41 -0700
committerBrian Paul <brianp@vmware.com>2009-03-02 09:44:32 -0700
commit000c3438c96c5b8f16969c1bcbcce1b6a6321ec9 (patch)
treee97558d1029251d32fafbe4aa4baa65f0d424d2e /src/mesa/main/texstate.c
parentebabdf9920c1628741703704796a9361c1fc07bf (diff)
mesa: move texture_override() code into calling loop
We can avoid a few iterations this way.
Diffstat (limited to 'src/mesa/main/texstate.c')
-rw-r--r--src/mesa/main/texstate.c49
1 files changed, 19 insertions, 30 deletions
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index aded127092..5ac8579310 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -385,27 +385,6 @@ update_texture_compare_function(GLcontext *ctx,
/**
- * Helper function for determining which texture object (1D, 2D, cube, etc)
- * should actually be used.
- */
-static void
-texture_override(GLcontext *ctx,
- struct gl_texture_unit *texUnit, GLbitfield enableBits,
- struct gl_texture_object *texObj, GLuint textureBit)
-{
- if (!texUnit->_ReallyEnabled && (enableBits & textureBit)) {
- if (!texObj->_Complete) {
- _mesa_test_texobj_completeness(ctx, texObj);
- }
- if (texObj->_Complete) {
- texUnit->_ReallyEnabled = textureBit;
- texUnit->_Current = texObj;
- }
- }
-}
-
-
-/**
* Examine texture unit's combine/env state to update derived state.
*/
static void
@@ -547,14 +526,11 @@ update_texture_state( GLcontext *ctx )
GLbitfield enableBits;
GLuint texIndex;
- texUnit->_Current = NULL;
- texUnit->_ReallyEnabled = 0x0;
-
/* Get the bitmask of texture target enables.
* enableBits will be a mask of the TEXTURE_*_BIT flags indicating
* which texture targets are enabled (fixed function) or referenced
* by a fragment shader/program. When multiple flags are set, we'll
- * settle on the one with highest priority (see texture_override below).
+ * settle on the one with highest priority (see below).
*/
enableBits = 0x0;
if (vprog) {
@@ -571,14 +547,27 @@ update_texture_state( GLcontext *ctx )
if (enableBits == 0x0)
continue;
- /* Look for the highest-priority texture target that's enabled and
- * complete. That's the one we'll use for texturing. If we're using
- * a fragment program we're guaranteed that bitcount(enabledBits) <= 1.
+ texUnit->_Current = NULL;
+ texUnit->_ReallyEnabled = 0x0;
+
+ /* Look for the highest priority texture target that's enabled (or used
+ * by the vert/frag shaders) and "complete". That's the one we'll use
+ * for texturing. If we're using vert/frag program we're guaranteed
+ * that bitcount(enabledBits) <= 1.
* Note that the TEXTURE_x_INDEX values are in high to low priority.
*/
for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
- texture_override(ctx, texUnit, enableBits,
- texUnit->CurrentTex[texIndex], 1 << texIndex);
+ if (enableBits & (1 << texIndex)) {
+ struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
+ if (!texObj->_Complete) {
+ _mesa_test_texobj_completeness(ctx, texObj);
+ }
+ if (texObj->_Complete) {
+ texUnit->_ReallyEnabled = 1 << texIndex;
+ texUnit->_Current = texObj;
+ break;
+ }
+ }
}
if (texUnit->_Current)