On 01/02/2014 05:27 PM, Maxence Le Doré wrote:
From: Maxence Le Doré <Maxence Le Doré>

---
  src/mesa/main/texobj.c | 40 ++++++++++++++++++++++++++++++++++++++++
  1 file changed, 40 insertions(+)

diff --git a/src/mesa/main/texobj.c b/src/mesa/main/texobj.c
index d6510fe..bddbc50 100644
--- a/src/mesa/main/texobj.c
+++ b/src/mesa/main/texobj.c
@@ -1218,6 +1218,46 @@ target_enum_to_index(const struct gl_context *ctx, 
GLenum target)


  /**
+ * Convert a Mesa texture target index into the corresponding
+ * GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D.
+ * Note that proxy targets are not valid here.
+ * \return GL_TEXTURE_x or 0x0 if index is invalid
+ */
+static GLenum
+index_to_target_enum(struct gl_context *ctx, GLint index)
+{
+   switch (index) {
+     case TEXTURE_2D_MULTISAMPLE_INDEX:
+       return GL_TEXTURE_2D_MULTISAMPLE;
+     case TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX:
+       return GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
+     case TEXTURE_CUBE_ARRAY_INDEX:
+       return GL_TEXTURE_CUBE_MAP_ARRAY;
+     case TEXTURE_BUFFER_INDEX:
+       return GL_TEXTURE_BUFFER_ARB;
+     case TEXTURE_2D_ARRAY_INDEX:
+       return GL_TEXTURE_2D_ARRAY_EXT;
+     case TEXTURE_1D_ARRAY_INDEX:
+       return GL_TEXTURE_1D_ARRAY_EXT;
+     case TEXTURE_EXTERNAL_INDEX:
+       return GL_TEXTURE_EXTERNAL_OES;
+     case TEXTURE_CUBE_INDEX:
+       return GL_TEXTURE_CUBE_MAP_ARB;
+     case TEXTURE_3D_INDEX:
+       return GL_TEXTURE_3D;
+     case TEXTURE_RECT_INDEX:
+       return GL_TEXTURE_RECTANGLE_NV;
+     case TEXTURE_2D_INDEX:
+       return GL_TEXTURE_2D;
+     case TEXTURE_1D_INDEX:
+       return GL_TEXTURE_1D;
+     default:
+       return 0x0;
+   }
+}

We use 3-space indentation.

But this function could be done more efficiently:

static GLenum
index_to_target_enum(struct gl_context *ctx, GLint index)
{
   static const GLenum names[] = {
      GL_TEXTURE_2D_MULTISAMPLE,
      GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
      ...
   }
   STATIC_ASSSERT(Elements(names) == NUM_TEXTURE_TARGETS);
   assert(index < NUM_TEXTURE_TARGETS);
   return names[index];
}


And why is this function needed? I don't see it used in the other patches (but maybe I missed it).

-Brian

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