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mesa: use new baseImage var to simplify _mesa_test_texobj_completeness()
Reviewed-by: José Fonseca <jfonseca@vmware.com> Reviewed-by: Eric Anholt <eric@anholt.net>
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fbbbb98fc4
commit
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1 changed files with 27 additions and 24 deletions
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@ -426,6 +426,7 @@ _mesa_test_texobj_completeness( const struct gl_context *ctx,
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struct gl_texture_object *t )
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{
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const GLint baseLevel = t->BaseLevel;
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const struct gl_texture_image *baseImage;
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GLint maxLog2 = 0, maxLevels = 0;
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t->_Complete = GL_TRUE; /* be optimistic */
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@ -444,16 +445,18 @@ _mesa_test_texobj_completeness( const struct gl_context *ctx,
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return;
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}
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baseImage = t->Image[0][baseLevel];
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/* Always need the base level image */
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if (!t->Image[0][baseLevel]) {
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if (!baseImage) {
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incomplete(t, "Image[baseLevel=%d] == NULL", baseLevel);
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return;
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}
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/* Check width/height/depth for zero */
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if (t->Image[0][baseLevel]->Width == 0 ||
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t->Image[0][baseLevel]->Height == 0 ||
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t->Image[0][baseLevel]->Depth == 0) {
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if (baseImage->Width == 0 ||
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baseImage->Height == 0 ||
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baseImage->Depth == 0) {
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incomplete(t, "texture width or height or depth = 0");
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return;
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}
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@ -464,24 +467,24 @@ _mesa_test_texobj_completeness( const struct gl_context *ctx,
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switch (t->Target) {
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case GL_TEXTURE_1D:
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case GL_TEXTURE_1D_ARRAY_EXT:
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maxLog2 = t->Image[0][baseLevel]->WidthLog2;
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maxLog2 = baseImage->WidthLog2;
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maxLevels = ctx->Const.MaxTextureLevels;
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break;
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case GL_TEXTURE_2D:
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case GL_TEXTURE_2D_ARRAY_EXT:
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maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
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t->Image[0][baseLevel]->HeightLog2);
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maxLog2 = MAX2(baseImage->WidthLog2,
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baseImage->HeightLog2);
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maxLevels = ctx->Const.MaxTextureLevels;
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break;
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case GL_TEXTURE_3D:
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maxLog2 = MAX3(t->Image[0][baseLevel]->WidthLog2,
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t->Image[0][baseLevel]->HeightLog2,
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t->Image[0][baseLevel]->DepthLog2);
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maxLog2 = MAX3(baseImage->WidthLog2,
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baseImage->HeightLog2,
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baseImage->DepthLog2);
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maxLevels = ctx->Const.Max3DTextureLevels;
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break;
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case GL_TEXTURE_CUBE_MAP_ARB:
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maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
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t->Image[0][baseLevel]->HeightLog2);
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maxLog2 = MAX2(baseImage->WidthLog2,
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baseImage->HeightLog2);
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maxLevels = ctx->Const.MaxCubeTextureLevels;
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break;
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case GL_TEXTURE_RECTANGLE_NV:
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@ -515,8 +518,8 @@ _mesa_test_texobj_completeness( const struct gl_context *ctx,
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if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
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/* make sure that all six cube map level 0 images are the same size */
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const GLuint w = t->Image[0][baseLevel]->Width2;
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const GLuint h = t->Image[0][baseLevel]->Height2;
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const GLuint w = baseImage->Width2;
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const GLuint h = baseImage->Height2;
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GLuint face;
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for (face = 1; face < 6; face++) {
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if (t->Image[face][baseLevel] == NULL ||
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@ -545,11 +548,11 @@ _mesa_test_texobj_completeness( const struct gl_context *ctx,
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/* Test dimension-independent attributes */
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for (i = minLevel; i <= maxLevel; i++) {
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if (t->Image[0][i]) {
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if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
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if (t->Image[0][i]->TexFormat != baseImage->TexFormat) {
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incomplete(t, "Format[i] != Format[baseLevel]");
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return;
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}
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if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
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if (t->Image[0][i]->Border != baseImage->Border) {
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incomplete(t, "Border[i] != Border[baseLevel]");
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return;
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}
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@ -560,7 +563,7 @@ _mesa_test_texobj_completeness( const struct gl_context *ctx,
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if ((t->Target == GL_TEXTURE_1D) ||
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(t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
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/* Test 1-D mipmaps */
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GLuint width = t->Image[0][baseLevel]->Width2;
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GLuint width = baseImage->Width2;
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for (i = baseLevel + 1; i < maxLevels; i++) {
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if (width > 1) {
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width /= 2;
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@ -584,8 +587,8 @@ _mesa_test_texobj_completeness( const struct gl_context *ctx,
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else if ((t->Target == GL_TEXTURE_2D) ||
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(t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
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/* Test 2-D mipmaps */
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GLuint width = t->Image[0][baseLevel]->Width2;
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GLuint height = t->Image[0][baseLevel]->Height2;
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GLuint width = baseImage->Width2;
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GLuint height = baseImage->Height2;
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for (i = baseLevel + 1; i < maxLevels; i++) {
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if (width > 1) {
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width /= 2;
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@ -615,9 +618,9 @@ _mesa_test_texobj_completeness( const struct gl_context *ctx,
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}
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else if (t->Target == GL_TEXTURE_3D) {
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/* Test 3-D mipmaps */
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GLuint width = t->Image[0][baseLevel]->Width2;
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GLuint height = t->Image[0][baseLevel]->Height2;
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GLuint depth = t->Image[0][baseLevel]->Depth2;
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GLuint width = baseImage->Width2;
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GLuint height = baseImage->Height2;
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GLuint depth = baseImage->Depth2;
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for (i = baseLevel + 1; i < maxLevels; i++) {
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if (width > 1) {
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width /= 2;
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@ -658,8 +661,8 @@ _mesa_test_texobj_completeness( const struct gl_context *ctx,
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}
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else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
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/* make sure 6 cube faces are consistant */
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GLuint width = t->Image[0][baseLevel]->Width2;
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GLuint height = t->Image[0][baseLevel]->Height2;
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GLuint width = baseImage->Width2;
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GLuint height = baseImage->Height2;
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for (i = baseLevel + 1; i < maxLevels; i++) {
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if (width > 1) {
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width /= 2;
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