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mesa/main/ff_frag: Don't retrieve format if not necessary.
Signed-off-by: Gustaw Smolarczyk <wielkiegie@gmail.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Signed-off-by: Marek Olšák <marek.olsak@amd.com>
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1 changed files with 6 additions and 9 deletions
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@ -402,24 +402,21 @@ static GLuint make_state_key( struct gl_context *ctx, struct state_key *key )
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const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
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const struct gl_texture_object *texObj = texUnit->_Current;
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const struct gl_tex_env_combine_state *comb = texUnit->_CurrentCombine;
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const struct gl_sampler_object *samp;
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GLenum format;
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if (!texObj)
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continue;
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samp = _mesa_get_samplerobj(ctx, i);
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format = _mesa_texture_base_format(texObj);
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key->unit[i].enabled = 1;
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inputs_referenced |= VARYING_BIT_TEX(i);
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key->unit[i].source_index = texObj->TargetIndex;
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key->unit[i].shadow =
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((samp->CompareMode == GL_COMPARE_R_TO_TEXTURE) &&
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((format == GL_DEPTH_COMPONENT) ||
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(format == GL_DEPTH_STENCIL_EXT)));
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const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, i);
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if (samp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
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const GLenum format = _mesa_texture_base_format(texObj);
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key->unit[i].shadow = (format == GL_DEPTH_COMPONENT ||
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format == GL_DEPTH_STENCIL_EXT);
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}
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key->unit[i].NumArgsRGB = comb->_NumArgsRGB;
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key->unit[i].NumArgsA = comb->_NumArgsA;
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