meta: Drop ctx->API checks.

API is always API_OPENGL_COMPAT (since commit 4e4a537ad5,
"meta: Push into desktop GL mode when doing meta operations."),
so most of these checks do nothing.

We could instead check save->API to only bother setting/restoring
relevant GL state, but I'm not sure saving a few _mesa_set_enable
calls is worth the complexity.  My understanding is the point of
the ctx->API guards was to avoid raising GL errors.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Kenneth Graunke 2014-02-26 17:40:43 -08:00
parent cf719a0204
commit 085f61bd4e
2 changed files with 49 additions and 91 deletions

View file

@ -188,12 +188,7 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
return;
}
/* The version check is a little tricky. API is set to API_OPENGLES2 even
* for OpenGL ES 3.0 contexts, and GLSLVersion may be set to 140, for
* example, in an OpenGL ES 2.0 context.
*/
if ((ctx->API == API_OPENGLES2 && ctx->Version < 30)
|| ctx->Const.GLSLVersion < 130) {
if (ctx->Const.GLSLVersion < 130) {
vs_source =
"attribute vec2 position;\n"
"attribute vec4 textureCoords;\n"
@ -464,9 +459,7 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
_mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
}
if ((state & MESA_META_FOG)
&& ctx->API != API_OPENGL_CORE
&& ctx->API != API_OPENGLES2) {
if (state & MESA_META_FOG) {
save->Fog = ctx->Fog.Enabled;
if (ctx->Fog.Enabled)
_mesa_set_enable(ctx, GL_FOG, GL_FALSE);
@ -511,10 +504,8 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
save->PolygonCull = ctx->Polygon.CullFlag;
_mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
_mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
if (ctx->API == API_OPENGL_COMPAT) {
_mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
_mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
}
_mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
_mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
_mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
}
@ -526,21 +517,21 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
if (state & MESA_META_SHADER) {
int i;
if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_vertex_program) {
if (ctx->Extensions.ARB_vertex_program) {
save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
_mesa_reference_vertprog(ctx, &save->VertexProgram,
ctx->VertexProgram.Current);
_mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
}
if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_fragment_program) {
if (ctx->Extensions.ARB_fragment_program) {
save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
_mesa_reference_fragprog(ctx, &save->FragmentProgram,
ctx->FragmentProgram.Current);
_mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
}
if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ATI_fragment_shader) {
if (ctx->Extensions.ATI_fragment_shader) {
save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
_mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
}
@ -570,33 +561,24 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
save->EnvMode = ctx->Texture.Unit[0].EnvMode;
/* Disable all texture units */
if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
if (ctx->Texture.Unit[u].Enabled ||
ctx->Texture.Unit[u].TexGenEnabled) {
_mesa_ActiveTexture(GL_TEXTURE0 + u);
_mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
if (ctx->Extensions.ARB_texture_cube_map)
_mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
if (_mesa_is_gles(ctx) &&
ctx->Extensions.OES_EGL_image_external)
_mesa_set_enable(ctx, GL_TEXTURE_EXTERNAL_OES, GL_FALSE);
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
if (ctx->Texture.Unit[u].Enabled ||
ctx->Texture.Unit[u].TexGenEnabled) {
_mesa_ActiveTexture(GL_TEXTURE0 + u);
_mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
if (ctx->Extensions.ARB_texture_cube_map)
_mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
if (ctx->API == API_OPENGL_COMPAT) {
_mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
_mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
if (ctx->Extensions.NV_texture_rectangle)
_mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
_mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
_mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
_mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
_mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
} else {
_mesa_set_enable(ctx, GL_TEXTURE_GEN_STR_OES, GL_FALSE);
}
}
_mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
_mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
if (ctx->Extensions.NV_texture_rectangle)
_mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
_mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
_mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
_mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
_mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
}
}
@ -609,9 +591,7 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
/* set defaults for unit[0] */
_mesa_ActiveTexture(GL_TEXTURE0);
_mesa_ClientActiveTexture(GL_TEXTURE0);
if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
if (state & MESA_META_TRANSFORM) {
@ -828,9 +808,7 @@ _mesa_meta_end(struct gl_context *ctx)
_mesa_DepthMask(save->Depth.Mask);
}
if ((state & MESA_META_FOG)
&& ctx->API != API_OPENGL_CORE
&& ctx->API != API_OPENGLES2) {
if (state & MESA_META_FOG) {
_mesa_set_enable(ctx, GL_FOG, save->Fog);
}
@ -854,18 +832,10 @@ _mesa_meta_end(struct gl_context *ctx)
}
if (state & MESA_META_RASTERIZATION) {
/* Core context requires that front and back mode be the same.
*/
if (ctx->API == API_OPENGL_CORE) {
_mesa_PolygonMode(GL_FRONT_AND_BACK, save->FrontPolygonMode);
} else {
_mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
_mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
}
if (ctx->API == API_OPENGL_COMPAT) {
_mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
_mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
}
_mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
_mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
_mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
_mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
_mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
_mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
}
@ -885,7 +855,7 @@ _mesa_meta_end(struct gl_context *ctx)
}
if (state & MESA_META_SHADER) {
if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_vertex_program) {
if (ctx->Extensions.ARB_vertex_program) {
_mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
save->VertexProgramEnabled);
_mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
@ -893,7 +863,7 @@ _mesa_meta_end(struct gl_context *ctx)
_mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
}
if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_fragment_program) {
if (ctx->Extensions.ARB_fragment_program) {
_mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
save->FragmentProgramEnabled);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
@ -901,7 +871,7 @@ _mesa_meta_end(struct gl_context *ctx)
_mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
}
if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ATI_fragment_shader) {
if (ctx->Extensions.ATI_fragment_shader) {
_mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
save->ATIFragmentShaderEnabled);
}
@ -932,7 +902,7 @@ _mesa_meta_end(struct gl_context *ctx)
_mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
_mesa_ClearStencil(stencil->Clear);
if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.EXT_stencil_two_side) {
if (ctx->Extensions.EXT_stencil_two_side) {
_mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
stencil->TestTwoSide);
_mesa_ActiveStencilFaceEXT(stencil->ActiveFace
@ -964,9 +934,7 @@ _mesa_meta_end(struct gl_context *ctx)
ASSERT(ctx->Texture.CurrentUnit == 0);
/* restore texenv for unit[0] */
if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
}
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
/* restore texture objects for unit[0] only */
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
@ -979,17 +947,15 @@ _mesa_meta_end(struct gl_context *ctx)
}
/* Restore fixed function texture enables, texgen */
if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
}
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
}
if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
}
if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
}
}
@ -1305,8 +1271,7 @@ _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
_mesa_BindTexture(tex->Target, tex->TexObj);
_mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
_mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES)
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
@ -1350,8 +1315,7 @@ _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
_mesa_BindTexture(tex->Target, tex->TexObj);
_mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
_mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES)
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
/* copy pixel data to texture */
if (newTex) {
@ -2766,8 +2730,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
const GLuint fboSave = ctx->DrawBuffer->Name;
const GLuint currentTexUnitSave = ctx->Texture.CurrentUnit;
const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
ctx->Extensions.ARB_fragment_shader &&
(ctx->API != API_OPENGLES);
ctx->Extensions.ARB_fragment_shader;
GLenum faceTarget;
GLuint dstLevel;
const GLint slice = 0;
@ -2839,10 +2802,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
_mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO);
if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES)
_mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
else
assert(!genMipmapSave);
_mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
/* Silence valgrind warnings about reading uninitialized stack. */
memset(verts, 0, sizeof(verts));
@ -3166,8 +3126,7 @@ decompress_texture_image(struct gl_context *ctx,
GLuint rbSave;
GLuint samplerSave;
const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
ctx->Extensions.ARB_fragment_shader &&
(ctx->API != API_OPENGLES);
ctx->Extensions.ARB_fragment_shader;
if (slice > 0) {
assert(target == GL_TEXTURE_3D ||

View file

@ -622,8 +622,7 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
struct vertex verts[4];
GLboolean newTex;
const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
ctx->Extensions.ARB_fragment_shader &&
(ctx->API != API_OPENGLES);
ctx->Extensions.ARB_fragment_shader;
/* In addition to falling back if the blit size is larger than the maximum
* texture size, fallback if the source is multisampled. This fallback can