meta: Replace save_state::{Vertex,Geometry,Fragment}Shader with an array.

Since ctx->Shader.Current{Vertex,Geometry,Fragment}Program is an
array, this allows some meta code to be rolled up into loops.

Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Paul Berry 2014-01-09 11:29:17 -08:00
parent b4b70674ea
commit 69b258cb46

View file

@ -138,9 +138,7 @@ struct save_state
GLboolean FragmentProgramEnabled;
struct gl_fragment_program *FragmentProgram;
GLboolean ATIFragmentShaderEnabled;
struct gl_shader_program *VertexShader;
struct gl_shader_program *GeometryShader;
struct gl_shader_program *FragmentShader;
struct gl_shader_program *Shader[MESA_SHADER_STAGES];
struct gl_shader_program *ActiveShader;
/** MESA_META_STENCIL_TEST */
@ -617,12 +615,10 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
_mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
}
_mesa_reference_shader_program(ctx, &save->VertexShader,
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]);
_mesa_reference_shader_program(ctx, &save->GeometryShader,
ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]);
_mesa_reference_shader_program(ctx, &save->FragmentShader,
ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]);
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
_mesa_reference_shader_program(ctx, &save->Shader[i],
ctx->Shader.CurrentProgram[i]);
}
_mesa_reference_shader_program(ctx, &save->ActiveShader,
ctx->Shader.ActiveProgram);
@ -829,6 +825,7 @@ _mesa_meta_end(struct gl_context *ctx)
{
struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
const GLbitfield state = save->SavedState;
int i;
/* After starting a new occlusion query, initialize the results to the
* values saved previously. The driver will then continue to increment
@ -968,23 +965,24 @@ _mesa_meta_end(struct gl_context *ctx)
save->ATIFragmentShaderEnabled);
}
if (ctx->Extensions.ARB_vertex_shader)
_mesa_use_shader_program(ctx, GL_VERTEX_SHADER, save->VertexShader);
if (ctx->Extensions.ARB_vertex_shader) {
_mesa_use_shader_program(ctx, GL_VERTEX_SHADER,
save->Shader[MESA_SHADER_VERTEX]);
}
if (_mesa_has_geometry_shaders(ctx))
_mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB,
save->GeometryShader);
save->Shader[MESA_SHADER_GEOMETRY]);
if (ctx->Extensions.ARB_fragment_shader)
_mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER,
save->FragmentShader);
save->Shader[MESA_SHADER_FRAGMENT]);
_mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
save->ActiveShader);
_mesa_reference_shader_program(ctx, &save->VertexShader, NULL);
_mesa_reference_shader_program(ctx, &save->GeometryShader, NULL);
_mesa_reference_shader_program(ctx, &save->FragmentShader, NULL);
for (i = 0; i < MESA_SHADER_STAGES; i++)
_mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
_mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
}