mesa: Use designated bool value to check texture unit completeness.
The change helps to use the bitmask/ffs in the next change. Reviewed-by: Brian Paul <brianp@vmware.com> Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
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@ -612,6 +612,7 @@ update_ff_texture_state(struct gl_context *ctx,
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for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
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struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
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GLuint texIndex;
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bool complete;
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if (texUnit->Enabled == 0x0)
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continue;
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@ -649,6 +650,7 @@ update_ff_texture_state(struct gl_context *ctx,
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* another unit, then the results of texture blending are
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* undefined."
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*/
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complete = false;
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for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
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if (texUnit->Enabled & (1 << texIndex)) {
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struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
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@ -660,12 +662,13 @@ update_ff_texture_state(struct gl_context *ctx,
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}
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if (_mesa_is_texture_complete(texObj, sampler)) {
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_mesa_reference_texobj(&texUnit->_Current, texObj);
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complete = true;
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break;
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}
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}
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}
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if (texIndex == NUM_TEXTURE_TARGETS)
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if (!complete)
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continue;
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/* if we get here, we know this texture unit is enabled */
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