arbfp: remove redundant unit_state re-initialization

When we are about to start arbfp codegen we call shader_state_new() to
allocate new state structures used to build up the code and that
function makes sure to zero the newly allocated structures.

Right after calling shader_state_new() we were then also explicitly
iterating though the newly allocated unit_state structures and zeroing
the .sampled and .dirty_combine_constant members as well as resetting
shader_state->next_constant_id = 0. This patch removes that redundant
re-initialization of state.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
This commit is contained in:
Robert Bragg 2011-09-09 14:28:40 +01:00
parent b6cea6bed6
commit d43505db22

View File

@ -252,13 +252,6 @@ _cogl_pipeline_fragend_arbfp_start (CoglPipeline *pipeline,
"PARAM one = {1, 1, 1, 1};\n" "PARAM one = {1, 1, 1, 1};\n"
"PARAM two = {2, 2, 2, 2};\n" "PARAM two = {2, 2, 2, 2};\n"
"PARAM minus_one = {-1, -1, -1, -1};\n"); "PARAM minus_one = {-1, -1, -1, -1};\n");
for (i = 0; i < n_layers; i++)
{
shader_state->unit_state[i].sampled = FALSE;
shader_state->unit_state[i].dirty_combine_constant = FALSE;
}
shader_state->next_constant_id = 0;
} }
} }