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>
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@@ -1838,12 +1838,7 @@ _mesa_prepare_mipmap_level(struct gl_context *ctx,
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for (face = 0; face < numFaces; face++) {
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struct gl_texture_image *dstImage;
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GLenum target;
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if (numFaces == 1)
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target = texObj->Target;
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else
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target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
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const GLenum target = _mesa_cube_face_target(texObj->Target, face);
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dstImage = _mesa_get_tex_image(ctx, texObj, target, level);
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if (!dstImage) {
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@@ -1036,12 +1036,7 @@ _mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex)
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/* need a loop here just for cube maps */
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for (face = 0; face < numFaces; face++) {
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GLenum faceTarget;
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if (target == GL_TEXTURE_CUBE_MAP)
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faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
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else
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faceTarget = target;
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const GLenum faceTarget = _mesa_cube_face_target(target, face);
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/* initialize level[0] texture image */
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texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, 0);
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@@ -211,10 +211,7 @@ initialize_texture_fields(struct gl_context *ctx,
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for (level = 0; level < levels; level++) {
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for (face = 0; face < numFaces; face++) {
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struct gl_texture_image *texImage;
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GLenum faceTarget = target;
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if (target == GL_TEXTURE_CUBE_MAP)
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faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
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const GLenum faceTarget = _mesa_cube_face_target(target, face);
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texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, level);
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@@ -536,9 +533,7 @@ _mesa_TextureView(GLuint texture, GLenum target, GLuint origtexture,
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newViewNumLevels = MIN2(numlevels, origTexObj->NumLevels - minlevel);
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newViewNumLayers = MIN2(numlayers, origTexObj->NumLayers - minlayer);
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faceTarget = origTexObj->Target;
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if (faceTarget == GL_TEXTURE_CUBE_MAP)
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faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + minlayer;
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faceTarget = _mesa_cube_face_target(origTexObj->Target, minlayer);
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/* Get a reference to what will become this View's base level */
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origTexImage = _mesa_select_tex_image(origTexObj, faceTarget, minlevel);
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