st/mesa: massage update_vertex_samplers() code

...to look like update_fragment_samplers() code, as with the previous
commit.  The next step would be to merge the two functions.

Reviewed-by: José Fonseca <jfonseca@vmware.com>
This commit is contained in:
Brian Paul
2012-08-06 08:35:20 -06:00
parent 2aac0d145a
commit 819e786339

View File

@@ -201,27 +201,32 @@ update_vertex_samplers(struct st_context *st)
const struct gl_context *ctx = st->ctx;
struct gl_vertex_program *vprog = ctx->VertexProgram._Current;
GLuint su;
GLuint samplers_used = vprog->Base.SamplersUsed;
const GLuint old_max = st->state.num_vertex_samplers;
if (st->state.num_vertex_samplers == 0 && vprog->Base.SamplersUsed == 0)
return;
st->state.num_vertex_samplers = 0;
/* loop over sampler units (aka tex image units) */
for (su = 0; su < ctx->Const.MaxVertexTextureImageUnits; su++) {
for (su = 0; su < ctx->Const.MaxVertexTextureImageUnits; su++, samplers_used >>= 1) {
struct pipe_sampler_state *sampler = st->state.vertex_samplers + su;
if (vprog->Base.SamplersUsed & (1 << su)) {
GLuint texUnit;
if (samplers_used & 1) {
GLuint texUnit = vprog->Base.SamplerUnits[su];
texUnit = vprog->Base.SamplerUnits[su];
convert_sampler(st, sampler, texUnit);
convert_sampler(st, sampler, texUnit);
st->state.num_vertex_samplers = su + 1;
st->state.num_vertex_samplers = su + 1;
cso_single_sampler(st->cso_context, PIPE_SHADER_VERTEX, su, sampler);
cso_single_sampler(st->cso_context, PIPE_SHADER_VERTEX, su, sampler);
}
else if (samplers_used != 0 || su < old_max) {
cso_single_sampler(st->cso_context, PIPE_SHADER_VERTEX, su, NULL);
} else {
cso_single_sampler(st->cso_context, PIPE_SHADER_VERTEX, su, NULL);
/* if we've reset all the old samplers and we have no more new ones */
break;
}
}
cso_single_sampler_done(st->cso_context, PIPE_SHADER_VERTEX);
@@ -235,7 +240,10 @@ update_fragment_samplers(struct st_context *st)
struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
GLuint su;
GLuint samplers_used = fprog->Base.SamplersUsed;
GLuint old_max = st->state.num_fragment_samplers;
const GLuint old_max = st->state.num_fragment_samplers;
if (st->state.num_fragment_samplers == 0 && fprog->Base.SamplersUsed == 0)
return;
st->state.num_fragment_samplers = 0;
@@ -244,22 +252,18 @@ update_fragment_samplers(struct st_context *st)
struct pipe_sampler_state *sampler = st->state.fragment_samplers + su;
if (samplers_used & 1) {
GLuint texUnit;
texUnit = fprog->Base.SamplerUnits[su];
GLuint texUnit = fprog->Base.SamplerUnits[su];
convert_sampler(st, sampler, texUnit);
st->state.num_fragment_samplers = su + 1;
/*printf("%s su=%u non-null\n", __FUNCTION__, su);*/
cso_single_sampler(st->cso_context, PIPE_SHADER_FRAGMENT, su, sampler);
}
else if (samplers_used != 0 || su < old_max) {
/*printf("%s su=%u null\n", __FUNCTION__, su);*/
cso_single_sampler(st->cso_context, PIPE_SHADER_FRAGMENT, su, NULL);
} else {
/* if we've reset all the old views and we have no more new ones */
/* if we've reset all the old samplers and we have no more new ones */
break;
}
}