st/mesa: minor assorted clean-ups

This commit is contained in:
Brian Paul 2010-02-14 21:54:17 -07:00
parent f4ded0ea5c
commit 08cfe3ab42

View file

@ -235,8 +235,8 @@ make_fragment_shader_z(struct st_context *st)
* vertex position and texcoord (and optionally, color).
*/
static void *
st_make_passthrough_vertex_shader(struct st_context *st,
GLboolean passColor)
make_passthrough_vertex_shader(struct st_context *st,
GLboolean passColor)
{
if (!st->drawpix.vert_shaders[passColor]) {
struct ureg_program *ureg =
@ -272,8 +272,12 @@ st_make_passthrough_vertex_shader(struct st_context *st,
}
/**
* Return a texture internalFormat for drawing/copying an image
* of the given type.
*/
static GLenum
_mesa_base_format(GLenum format)
base_format(GLenum format)
{
switch (format) {
case GL_DEPTH_COMPONENT:
@ -308,7 +312,7 @@ make_texture(struct st_context *st,
GLenum baseFormat;
int ptw, pth;
baseFormat = _mesa_base_format(format);
baseFormat = base_format(format);
mformat = st_ChooseTextureFormat(ctx, baseFormat, format, type);
assert(mformat);
@ -784,12 +788,12 @@ st_DrawPixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
if (format == GL_DEPTH_COMPONENT) {
driver_fp = make_fragment_shader_z(st);
driver_vp = st_make_passthrough_vertex_shader(st, GL_TRUE);
driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
color = ctx->Current.RasterColor;
}
else {
driver_fp = combined_drawpix_fragment_program(ctx);
driver_vp = st_make_passthrough_vertex_shader(st, GL_FALSE);
driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);
color = NULL;
}
@ -968,14 +972,14 @@ st_CopyPixels(GLcontext *ctx, GLint srcx, GLint srcy,
rbRead = st_get_color_read_renderbuffer(ctx);
color = NULL;
driver_fp = combined_drawpix_fragment_program(ctx);
driver_vp = st_make_passthrough_vertex_shader(st, GL_FALSE);
driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);
}
else {
assert(type == GL_DEPTH);
rbRead = st_renderbuffer(ctx->ReadBuffer->_DepthBuffer);
color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
driver_fp = make_fragment_shader_z(st);
driver_vp = st_make_passthrough_vertex_shader(st, GL_TRUE);
driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
}
srcFormat = rbRead->texture->format;