mesa: simplify some code with new _mesa_cube_face_target() function

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
This commit is contained in:
Brian Paul
2016-02-11 08:14:27 -07:00
parent 82db969ac0
commit 6e09df24b5
3 changed files with 4 additions and 19 deletions
+1 -6
View File
@@ -1838,12 +1838,7 @@ _mesa_prepare_mipmap_level(struct gl_context *ctx,
for (face = 0; face < numFaces; face++) {
struct gl_texture_image *dstImage;
GLenum target;
if (numFaces == 1)
target = texObj->Target;
else
target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
const GLenum target = _mesa_cube_face_target(texObj->Target, face);
dstImage = _mesa_get_tex_image(ctx, texObj, target, level);
if (!dstImage) {
+1 -6
View File
@@ -1036,12 +1036,7 @@ _mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex)
/* need a loop here just for cube maps */
for (face = 0; face < numFaces; face++) {
GLenum faceTarget;
if (target == GL_TEXTURE_CUBE_MAP)
faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
else
faceTarget = target;
const GLenum faceTarget = _mesa_cube_face_target(target, face);
/* initialize level[0] texture image */
texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0);
+2 -7
View File
@@ -211,10 +211,7 @@ initialize_texture_fields(struct gl_context *ctx,
for (level = 0; level < levels; level++) {
for (face = 0; face < numFaces; face++) {
struct gl_texture_image *texImage;
GLenum faceTarget = target;
if (target == GL_TEXTURE_CUBE_MAP)
faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
const GLenum faceTarget = _mesa_cube_face_target(target, face);
texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, level);
@@ -536,9 +533,7 @@ _mesa_TextureView(GLuint texture, GLenum target, GLuint origtexture,
newViewNumLevels = MIN2(numlevels, origTexObj->NumLevels - minlevel);
newViewNumLayers = MIN2(numlayers, origTexObj->NumLayers - minlayer);
faceTarget = origTexObj->Target;
if (faceTarget == GL_TEXTURE_CUBE_MAP)
faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + minlayer;
faceTarget = _mesa_cube_face_target(origTexObj->Target, minlayer);
/* Get a reference to what will become this View's base level */
origTexImage = _mesa_select_tex_image(origTexObj, faceTarget, minlevel);