mesa: Optimize unbind_texobj_from_texunits()

The texture can only be bound to the index that corresponds to its
target, so there is no need to loop over all possible indices
for every unit and checking if the texture is bound to it.

Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Fredrik Höglund 2013-11-12 17:34:35 +01:00
parent 4bd8272088
commit 30af8ce3f8
1 changed files with 11 additions and 9 deletions

View File

@ -1093,18 +1093,20 @@ static void
unbind_texobj_from_texunits(struct gl_context *ctx,
struct gl_texture_object *texObj)
{
GLuint u, tex;
const gl_texture_index index = texObj->TargetIndex;
GLuint u;
if (texObj->Target == 0)
return;
for (u = 0; u < ctx->Texture.NumCurrentTexUsed; u++) {
struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
if (texObj == unit->CurrentTex[tex]) {
_mesa_reference_texobj(&unit->CurrentTex[tex],
ctx->Shared->DefaultTex[tex]);
ASSERT(unit->CurrentTex[tex]);
unit->_BoundTextures &= ~(1 << tex);
break;
}
if (texObj == unit->CurrentTex[index]) {
/* Bind the default texture for this unit/target */
_mesa_reference_texobj(&unit->CurrentTex[index],
ctx->Shared->DefaultTex[index]);
unit->_BoundTextures &= ~(1 << index);
}
}
}