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