Refactor the loop in unbind_texobj_from_texunits.
Common code was pulled out of the per-target if-statment and put at the end of the for-loop. The common code is guarded by a new variable, curr, that is set to point to the unit's current target in each if-statement.
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+12
-18
@@ -630,40 +630,34 @@ unbind_texobj_from_texunits(GLcontext *ctx, struct gl_texture_object *texObj)
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for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
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struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
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struct gl_texture_object **curr = NULL;
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if (texObj == unit->Current1D) {
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curr = &unit->Current1D;
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unit->Current1D = ctx->Shared->Default1D;
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ctx->Shared->Default1D->RefCount++;
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texObj->RefCount--;
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if (texObj == unit->_Current)
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unit->_Current = unit->Current1D;
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}
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else if (texObj == unit->Current2D) {
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curr = &unit->Current2D;
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unit->Current2D = ctx->Shared->Default2D;
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ctx->Shared->Default2D->RefCount++;
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texObj->RefCount--;
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if (texObj == unit->_Current)
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unit->_Current = unit->Current2D;
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}
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else if (texObj == unit->Current3D) {
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curr = &unit->Current3D;
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unit->Current3D = ctx->Shared->Default3D;
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ctx->Shared->Default3D->RefCount++;
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texObj->RefCount--;
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if (texObj == unit->_Current)
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unit->_Current = unit->Current3D;
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}
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else if (texObj == unit->CurrentCubeMap) {
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curr = &unit->CurrentCubeMap;
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unit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
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ctx->Shared->DefaultCubeMap->RefCount++;
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texObj->RefCount--;
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if (texObj == unit->_Current)
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unit->_Current = unit->CurrentCubeMap;
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}
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else if (texObj == unit->CurrentRect) {
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curr = &unit->CurrentRect;
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unit->CurrentRect = ctx->Shared->DefaultRect;
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ctx->Shared->DefaultRect->RefCount++;
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}
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if (curr) {
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(*curr)->RefCount++;
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texObj->RefCount--;
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if (texObj == unit->_Current)
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unit->_Current = unit->CurrentRect;
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unit->_Current = *curr;
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}
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}
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}
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