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mesa: remove gl_texture_object::_Function field and associated code
It was only used in one place in swrast.
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7d9cb242fd
commit
590f6fe050
3 changed files with 3 additions and 37 deletions
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@ -1311,10 +1311,6 @@ struct gl_texture_object
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GLenum CompareMode; /**< GL_ARB_shadow */
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GLenum CompareFunc; /**< GL_ARB_shadow */
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GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
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GLenum _Function; /**< Comparison function derived from
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* \c CompareOperator, \c CompareMode, and
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* \c CompareFunc.
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*/
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GLenum DepthMode; /**< GL_ARB_depth_texture */
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GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
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GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
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@ -353,37 +353,6 @@ update_texture_matrices( GLcontext *ctx )
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}
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/**
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* Update texture object's _Function field. We need to do this
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* whenever any of the texture object's shadow-related fields change
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* or when we start/stop using a fragment program.
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*
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* This function could be expanded someday to update additional per-object
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* fields that depend on assorted state changes.
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*/
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static void
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update_texture_compare_function(GLcontext *ctx,
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struct gl_texture_object *tObj)
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{
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/* XXX temporarily disable this test since it breaks the GLSL
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* shadow2D(), etc. functions.
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*/
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if (0 /*ctx->FragmentProgram._Current*/) {
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/* Texel/coordinate comparison is ignored for programs.
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* See GL_ARB_fragment_program/shader spec for details.
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*/
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tObj->_Function = GL_NONE;
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}
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else if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
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/* GL_ARB_shadow */
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tObj->_Function = tObj->CompareFunc;
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}
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else {
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tObj->_Function = GL_NONE; /* pass depth through as grayscale */
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}
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}
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/**
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* Examine texture unit's combine/env state to update derived state.
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*/
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@ -589,7 +558,6 @@ update_texture_state( GLcontext *ctx )
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enabledFragUnits |= (1 << unit);
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update_tex_combine(ctx, texUnit);
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update_texture_compare_function(ctx, texUnit->_Current);
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}
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@ -2830,7 +2830,9 @@ sample_depth_texture( GLcontext *ctx,
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/* XXXX if tObj->MinFilter != tObj->MagFilter, we're ignoring lambda */
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function = tObj->_Function;
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function = (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) ?
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tObj->CompareFunc : GL_NONE;
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if (tObj->MagFilter == GL_NEAREST) {
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GLuint i;
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for (i = 0; i < n; i++) {
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