mesa: Avoid explicit invalidation of shine tables.
Since the shine tables are implicitly invalidated by having a different shininess value than the current one, we can omit the explicit invalidation of the shine table. Reviewed-by: Alex Deucher <alexdeucher@gmail.com> Reviewed-by: Brian Paul <brianp@vmware.com> Signed-off-by: Mathias Froehlich <Mathias.Froehlich@web.de>
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@ -621,11 +621,6 @@ _mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname,
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static void
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invalidate_shine_table( struct gl_context *ctx, GLuint side );
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/* Update derived values following a change in ctx->Light.Material
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*/
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void
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@ -697,14 +692,6 @@ _mesa_update_material( struct gl_context *ctx, GLuint bitmask )
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mat[MAT_ATTRIB_BACK_SPECULAR]);
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}
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}
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if (bitmask & MAT_BIT_FRONT_SHININESS) {
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invalidate_shine_table( ctx, 0 );
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}
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if (bitmask & MAT_BIT_BACK_SHININESS) {
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invalidate_shine_table( ctx, 1 );
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}
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}
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@ -913,20 +900,6 @@ _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
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/* Calculate a new shine table. Doing this here saves a branch in
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* lighting, and the cost of doing it early may be partially offset
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* by keeping a MRU cache of shine tables for various shine values.
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*/
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static void
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invalidate_shine_table( struct gl_context *ctx, GLuint side )
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{
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ASSERT(side < 2);
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if (ctx->_ShineTable[side])
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ctx->_ShineTable[side]->refcount--;
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ctx->_ShineTable[side] = NULL;
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}
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static void
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validate_shine_table( struct gl_context *ctx, GLuint side, GLfloat shininess )
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{
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