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gl-renderer: move color mapping asserts to load config
The frequency of checking remaing the same, but we can use an already needed switch statement and do not need one just for the asserts. This makes gl_shader_config_set_color_transform() nice and short. The MAPPING_MATRIX assert was useless, the variable is set right above. Asserting the mapping type is valid happens already in gl_shader_load_config_mapping(). Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
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parent
cf6735a761
commit
95cb915d32
2 changed files with 5 additions and 17 deletions
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@ -375,7 +375,6 @@ gl_shader_config_set_color_transform(struct gl_renderer *gr,
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struct weston_color_transform *xform)
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{
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const struct gl_renderer_color_transform *gl_xform;
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bool ret = false;
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gl_xform = gl_renderer_color_transform_from(gr, xform);
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if (!gl_xform)
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@ -389,20 +388,6 @@ gl_shader_config_set_color_transform(struct gl_renderer *gr,
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sconf->req.color_mapping = gl_xform->mapping.type;
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sconf->color_mapping = gl_xform->mapping.u;
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switch (gl_xform->mapping.type) {
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case SHADER_COLOR_MAPPING_3DLUT:
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assert(sconf->color_mapping.lut3d.scale > 0.0);
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assert(sconf->color_mapping.lut3d.offset > 0.0);
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ret = true;
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break;
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case SHADER_COLOR_MAPPING_MATRIX:
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assert(sconf->req.color_mapping == SHADER_COLOR_MAPPING_MATRIX);
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ret = true;
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break;
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case SHADER_COLOR_MAPPING_IDENTITY:
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ret = true;
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break;
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}
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return ret;
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return true;
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}
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@ -672,8 +672,11 @@ gl_shader_load_config_mapping(struct weston_compositor *compositor,
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return;
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case SHADER_COLOR_MAPPING_3DLUT:
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assert(unif->lut3d.tex_uniform != -1);
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assert(sconf->lut3d.tex3d != 0);
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assert(unif->lut3d.scale_offset_uniform != -1);
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assert(sconf->lut3d.tex3d != 0);
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assert(sconf->lut3d.scale > 0.0);
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assert(sconf->lut3d.offset > 0.0);
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glActiveTexture(GL_TEXTURE0 + TEX_UNIT_COLOR_MAPPING);
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glBindTexture(GL_TEXTURE_3D, sconf->lut3d.tex3d);
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glUniform1i(unif->lut3d.tex_uniform, TEX_UNIT_COLOR_MAPPING);
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