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intel: Clean up redundant setup of firstLevel.
It's always BaseLevel (since TEXTURE_RECTANGLE's baselevel can't be changed from 0), except for 8xx minlod hilarity.
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e2ee0c55d3
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1 changed files with 4 additions and 5 deletions
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@ -24,7 +24,7 @@ intel_calculate_first_last_level(struct intel_context *intel,
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* and having firstLevel and lastLevel as signed prevents the need for
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* extra sign checks.
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*/
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int firstLevel;
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int firstLevel = tObj->BaseLevel;
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int lastLevel;
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/* Yes, this looks overly complicated, but it's all needed.
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@ -37,11 +37,11 @@ intel_calculate_first_last_level(struct intel_context *intel,
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if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
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/* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
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*/
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firstLevel = lastLevel = tObj->BaseLevel;
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lastLevel = tObj->BaseLevel;
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}
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else {
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if (intel->gen == 2) {
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firstLevel = tObj->BaseLevel + (GLint) (tObj->MinLod + 0.5);
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firstLevel += (GLint) (tObj->MinLod + 0.5);
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firstLevel = MAX2(firstLevel, tObj->BaseLevel);
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firstLevel = MIN2(firstLevel, tObj->BaseLevel + baseImage->MaxLog2);
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lastLevel = tObj->BaseLevel + (GLint) (tObj->MaxLod + 0.5);
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@ -55,7 +55,6 @@ intel_calculate_first_last_level(struct intel_context *intel,
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* since it means a bunch of blitting around and probably no memory
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* savings (since we have to keep the other levels around anyway).
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*/
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firstLevel = tObj->BaseLevel;
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lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2,
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tObj->MaxLevel);
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/* need at least one level */
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@ -64,7 +63,7 @@ intel_calculate_first_last_level(struct intel_context *intel,
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}
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break;
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case GL_TEXTURE_RECTANGLE_NV:
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firstLevel = lastLevel = 0;
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lastLevel = 0;
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break;
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default:
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return;
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