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>
This commit is contained in:
Mathias Fröhlich 2016-05-22 14:10:19 +02:00
parent c14ec9aafa
commit 11a5b776c2
1 changed files with 4 additions and 1 deletions

View File

@ -612,6 +612,7 @@ update_ff_texture_state(struct gl_context *ctx,
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
GLuint texIndex;
bool complete;
if (texUnit->Enabled == 0x0)
continue;
@ -649,6 +650,7 @@ update_ff_texture_state(struct gl_context *ctx,
* another unit, then the results of texture blending are
* undefined."
*/
complete = false;
for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
if (texUnit->Enabled & (1 << texIndex)) {
struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
@ -660,12 +662,13 @@ update_ff_texture_state(struct gl_context *ctx,
}
if (_mesa_is_texture_complete(texObj, sampler)) {
_mesa_reference_texobj(&texUnit->_Current, texObj);
complete = true;
break;
}
}
}
if (texIndex == NUM_TEXTURE_TARGETS)
if (!complete)
continue;
/* if we get here, we know this texture unit is enabled */