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.
This commit is contained in:
Eric Anholt 2011-01-05 14:04:08 -08:00
parent e2ee0c55d3
commit 8f0005bfd5

View file

@ -24,7 +24,7 @@ intel_calculate_first_last_level(struct intel_context *intel,
* and having firstLevel and lastLevel as signed prevents the need for
* extra sign checks.
*/
int firstLevel;
int firstLevel = tObj->BaseLevel;
int lastLevel;
/* Yes, this looks overly complicated, but it's all needed.
@ -37,11 +37,11 @@ intel_calculate_first_last_level(struct intel_context *intel,
if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
/* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
*/
firstLevel = lastLevel = tObj->BaseLevel;
lastLevel = tObj->BaseLevel;
}
else {
if (intel->gen == 2) {
firstLevel = tObj->BaseLevel + (GLint) (tObj->MinLod + 0.5);
firstLevel += (GLint) (tObj->MinLod + 0.5);
firstLevel = MAX2(firstLevel, tObj->BaseLevel);
firstLevel = MIN2(firstLevel, tObj->BaseLevel + baseImage->MaxLog2);
lastLevel = tObj->BaseLevel + (GLint) (tObj->MaxLod + 0.5);
@ -55,7 +55,6 @@ intel_calculate_first_last_level(struct intel_context *intel,
* since it means a bunch of blitting around and probably no memory
* savings (since we have to keep the other levels around anyway).
*/
firstLevel = tObj->BaseLevel;
lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2,
tObj->MaxLevel);
/* need at least one level */
@ -64,7 +63,7 @@ intel_calculate_first_last_level(struct intel_context *intel,
}
break;
case GL_TEXTURE_RECTANGLE_NV:
firstLevel = lastLevel = 0;
lastLevel = 0;
break;
default:
return;