blitter: Inline convert_mag_filter

convert_mag_filter is quite a simple function and it's only used once.
So lets inline it.

Signed-off-by: Elie Tournier <elie.tournier@collabora.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
macos/master
Elie Tournier 5 years ago
parent d74ba5aff3
commit a9c89063b1
  1. 11
      src/vrend_blitter.c

@ -426,13 +426,6 @@ static void vrend_renderer_init_blit_ctx(struct vrend_blitter_ctx *blit_ctx)
glEnable(GL_FRAMEBUFFER_SRGB); glEnable(GL_FRAMEBUFFER_SRGB);
} }
static inline GLenum convert_mag_filter(unsigned int filter)
{
if (filter == PIPE_TEX_FILTER_NEAREST)
return GL_NEAREST;
return GL_LINEAR;
}
static void blitter_set_dst_dim(struct vrend_blitter_ctx *blit_ctx, static void blitter_set_dst_dim(struct vrend_blitter_ctx *blit_ctx,
unsigned width, unsigned height) unsigned width, unsigned height)
{ {
@ -662,7 +655,6 @@ void vrend_renderer_blit_gl(MAYBE_UNUSED struct vrend_context *ctx,
GLuint prog_id; GLuint prog_id;
GLuint fs_id; GLuint fs_id;
GLint lret; GLint lret;
GLenum filter;
GLuint pos_loc, tc_loc; GLuint pos_loc, tc_loc;
bool has_depth, has_stencil; bool has_depth, has_stencil;
bool blit_stencil, blit_depth; bool blit_stencil, blit_depth;
@ -687,7 +679,6 @@ void vrend_renderer_blit_gl(MAYBE_UNUSED struct vrend_context *ctx,
blit_depth = has_depth && (info->mask & PIPE_MASK_Z); blit_depth = has_depth && (info->mask & PIPE_MASK_Z);
blit_stencil = has_stencil && (info->mask & PIPE_MASK_S) & 0; blit_stencil = has_stencil && (info->mask & PIPE_MASK_S) & 0;
filter = convert_mag_filter(info->filter);
vrend_renderer_init_blit_ctx(blit_ctx); vrend_renderer_init_blit_ctx(blit_ctx);
blitter_set_dst_dim(blit_ctx, blitter_set_dst_dim(blit_ctx,
@ -776,6 +767,8 @@ void vrend_renderer_blit_gl(MAYBE_UNUSED struct vrend_context *ctx,
glTexParameteri(src_res->target, GL_TEXTURE_MAX_LEVEL, info->src.level); glTexParameteri(src_res->target, GL_TEXTURE_MAX_LEVEL, info->src.level);
if (src_res->base.nr_samples < 1) { if (src_res->base.nr_samples < 1) {
GLenum filter = info->filter == PIPE_TEX_FILTER_NEAREST ?
GL_NEAREST : GL_LINEAR;
glTexParameterf(src_res->target, GL_TEXTURE_MAG_FILTER, filter); glTexParameterf(src_res->target, GL_TEXTURE_MAG_FILTER, filter);
glTexParameterf(src_res->target, GL_TEXTURE_MIN_FILTER, filter); glTexParameterf(src_res->target, GL_TEXTURE_MIN_FILTER, filter);
} }

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