Use ffs to calculate the GL_{UN,}PACK_ALIGNMENT
Instead of having a series of if-statements this adds an inline function to calculate the alignment directly using ffs which is probably slightly faster. Admittedly this is a pointless micro-optimisation but I think it makes the code looks a bit neater anyway. Reviewed-by: Robert Bragg <robert@linux.intel.com>
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@ -256,19 +256,21 @@ _cogl_texture_prepare_for_upload (CoglBitmap *src_bmp,
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return dst_bmp;
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}
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static inline int
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calculate_alignment (int rowstride)
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{
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int alignment = 1 << (_cogl_util_ffs (rowstride) - 1);
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return MIN (alignment, 8);
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}
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void
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_cogl_texture_prep_gl_alignment_for_pixels_upload (int pixels_rowstride)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!(pixels_rowstride & 0x7))
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GE( ctx, glPixelStorei (GL_UNPACK_ALIGNMENT, 8) );
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else if (!(pixels_rowstride & 0x3))
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GE( ctx, glPixelStorei (GL_UNPACK_ALIGNMENT, 4) );
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else if (!(pixels_rowstride & 0x1))
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GE( ctx, glPixelStorei (GL_UNPACK_ALIGNMENT, 2) );
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else
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GE( ctx, glPixelStorei (GL_UNPACK_ALIGNMENT, 1) );
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GE( ctx, glPixelStorei (GL_UNPACK_ALIGNMENT,
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calculate_alignment (pixels_rowstride)) );
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}
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void
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@ -276,14 +278,8 @@ _cogl_texture_prep_gl_alignment_for_pixels_download (int pixels_rowstride)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!(pixels_rowstride & 0x7))
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GE( ctx, glPixelStorei (GL_PACK_ALIGNMENT, 8) );
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else if (!(pixels_rowstride & 0x3))
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GE( ctx, glPixelStorei (GL_PACK_ALIGNMENT, 4) );
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else if (!(pixels_rowstride & 0x1))
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GE( ctx, glPixelStorei (GL_PACK_ALIGNMENT, 2) );
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else
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GE( ctx, glPixelStorei (GL_PACK_ALIGNMENT, 1) );
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GE( ctx, glPixelStorei (GL_PACK_ALIGNMENT,
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calculate_alignment (pixels_rowstride)) );
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}
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/* FIXME: wrap modes should be set on pipelines not textures */
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