mesa: remove gl_texture_object::_Function field and associated code

It was only used in one place in swrast.
This commit is contained in:
Brian Paul 2009-03-11 19:23:01 -06:00
parent 7d9cb242fd
commit 590f6fe050
3 changed files with 3 additions and 37 deletions

View file

@ -1311,10 +1311,6 @@ struct gl_texture_object
GLenum CompareMode; /**< GL_ARB_shadow */
GLenum CompareFunc; /**< GL_ARB_shadow */
GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
GLenum _Function; /**< Comparison function derived from
* \c CompareOperator, \c CompareMode, and
* \c CompareFunc.
*/
GLenum DepthMode; /**< GL_ARB_depth_texture */
GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */

View file

@ -353,37 +353,6 @@ update_texture_matrices( GLcontext *ctx )
}
/**
* Update texture object's _Function field. We need to do this
* whenever any of the texture object's shadow-related fields change
* or when we start/stop using a fragment program.
*
* This function could be expanded someday to update additional per-object
* fields that depend on assorted state changes.
*/
static void
update_texture_compare_function(GLcontext *ctx,
struct gl_texture_object *tObj)
{
/* XXX temporarily disable this test since it breaks the GLSL
* shadow2D(), etc. functions.
*/
if (0 /*ctx->FragmentProgram._Current*/) {
/* Texel/coordinate comparison is ignored for programs.
* See GL_ARB_fragment_program/shader spec for details.
*/
tObj->_Function = GL_NONE;
}
else if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
/* GL_ARB_shadow */
tObj->_Function = tObj->CompareFunc;
}
else {
tObj->_Function = GL_NONE; /* pass depth through as grayscale */
}
}
/**
* Examine texture unit's combine/env state to update derived state.
*/
@ -589,7 +558,6 @@ update_texture_state( GLcontext *ctx )
enabledFragUnits |= (1 << unit);
update_tex_combine(ctx, texUnit);
update_texture_compare_function(ctx, texUnit->_Current);
}

View file

@ -2830,7 +2830,9 @@ sample_depth_texture( GLcontext *ctx,
/* XXXX if tObj->MinFilter != tObj->MagFilter, we're ignoring lambda */
function = tObj->_Function;
function = (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) ?
tObj->CompareFunc : GL_NONE;
if (tObj->MagFilter == GL_NEAREST) {
GLuint i;
for (i = 0; i < n; i++) {