swrast: move texture_slices() calls out of loops

Reviewed-by: José Fonseca <jfonseca@vmware.com>
This commit is contained in:
Brian Paul 2014-04-23 09:59:55 -06:00
parent 1a7fa8b2eb
commit 0a92c88a51

View file

@ -269,7 +269,7 @@ _swrast_map_texture(struct gl_context *ctx, struct gl_texture_object *texObj)
for (level = texObj->BaseLevel; level < MAX_TEXTURE_LEVELS; level++) {
struct gl_texture_image *texImage = texObj->Image[face][level];
struct swrast_texture_image *swImage = swrast_texture_image(texImage);
unsigned int i;
unsigned int i, slices;
if (!texImage)
continue;
@ -289,7 +289,9 @@ _swrast_map_texture(struct gl_context *ctx, struct gl_texture_object *texObj)
continue;
}
for (i = 0; i < texture_slices(texImage); i++) {
slices = texture_slices(texImage);
for (i = 0; i < slices; i++) {
GLubyte *map;
GLint rowStride;
@ -327,7 +329,7 @@ _swrast_unmap_texture(struct gl_context *ctx, struct gl_texture_object *texObj)
for (level = texObj->BaseLevel; level < MAX_TEXTURE_LEVELS; level++) {
struct gl_texture_image *texImage = texObj->Image[face][level];
struct swrast_texture_image *swImage = swrast_texture_image(texImage);
unsigned int i;
unsigned int i, slices;
if (!texImage)
continue;
@ -338,7 +340,9 @@ _swrast_unmap_texture(struct gl_context *ctx, struct gl_texture_object *texObj)
if (!swImage->ImageSlices)
continue;
for (i = 0; i < texture_slices(texImage); i++) {
slices = texture_slices(texImage);
for (i = 0; i < slices; i++) {
if (swImage->ImageSlices[i]) {
ctx->Driver.UnmapTextureImage(ctx, texImage, i);
swImage->ImageSlices[i] = NULL;