Since ctx->Shader.Current{Vertex,Geometry,Fragment}Program is an array, this allows some meta code to be rolled up into loops. --- src/mesa/drivers/common/meta.c | 30 ++++++++++++++---------------- 1 file changed, 14 insertions(+), 16 deletions(-)
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index 5643e3c..2eeb09b 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -138,9 +138,7 @@ struct save_state GLboolean FragmentProgramEnabled; struct gl_fragment_program *FragmentProgram; GLboolean ATIFragmentShaderEnabled; - struct gl_shader_program *VertexShader; - struct gl_shader_program *GeometryShader; - struct gl_shader_program *FragmentShader; + struct gl_shader_program *Shader[MESA_SHADER_STAGES]; struct gl_shader_program *ActiveShader; /** MESA_META_STENCIL_TEST */ @@ -617,12 +615,10 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE); } - _mesa_reference_shader_program(ctx, &save->VertexShader, - ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]); - _mesa_reference_shader_program(ctx, &save->GeometryShader, - ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]); - _mesa_reference_shader_program(ctx, &save->FragmentShader, - ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]); + for (int i = 0; i < MESA_SHADER_STAGES; i++) { + _mesa_reference_shader_program(ctx, &save->Shader[i], + ctx->Shader.CurrentProgram[i]); + } _mesa_reference_shader_program(ctx, &save->ActiveShader, ctx->Shader.ActiveProgram); @@ -829,6 +825,7 @@ _mesa_meta_end(struct gl_context *ctx) { struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1]; const GLbitfield state = save->SavedState; + int i; /* After starting a new occlusion query, initialize the results to the * values saved previously. The driver will then continue to increment @@ -960,23 +957,24 @@ _mesa_meta_end(struct gl_context *ctx) save->ATIFragmentShaderEnabled); } - if (ctx->Extensions.ARB_vertex_shader) - _mesa_use_shader_program(ctx, GL_VERTEX_SHADER, save->VertexShader); + if (ctx->Extensions.ARB_vertex_shader) { + _mesa_use_shader_program(ctx, GL_VERTEX_SHADER, + save->Shader[MESA_SHADER_VERTEX]); + } if (_mesa_has_geometry_shaders(ctx)) _mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB, - save->GeometryShader); + save->Shader[MESA_SHADER_GEOMETRY]); if (ctx->Extensions.ARB_fragment_shader) _mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER, - save->FragmentShader); + save->Shader[MESA_SHADER_FRAGMENT]); _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, save->ActiveShader); - _mesa_reference_shader_program(ctx, &save->VertexShader, NULL); - _mesa_reference_shader_program(ctx, &save->GeometryShader, NULL); - _mesa_reference_shader_program(ctx, &save->FragmentShader, NULL); + for (i = 0; i < MESA_SHADER_STAGES; i++) + _mesa_reference_shader_program(ctx, &save->Shader[i], NULL); _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL); } -- 1.8.5.2 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev