On Tue, Jul 25, 2017 at 9:09 AM, Samuel Pitoiset
<samuel.pitoi...@gmail.com> wrote:
>
>
> On 07/25/2017 03:08 PM, Brian Paul wrote:
>>
>> On 07/25/2017 02:04 AM, Nicolai Hähnle wrote:
>>>
>>> On 21.07.2017 15:16, Samuel Pitoiset wrote:
>>>>
>>>> To reduce code duplication.
>>>>
>>>> Signed-off-by: Samuel Pitoiset <samuel.pitoi...@gmail.com>
>>>> ---
>>>>   src/mesa/main/pipelineobj.c | 62
>>>> ++++++++++++++++++---------------------------
>>>>   1 file changed, 25 insertions(+), 37 deletions(-)
>>>>
>>>> diff --git a/src/mesa/main/pipelineobj.c b/src/mesa/main/pipelineobj.c
>>>> index f40111108c..79d97c2211 100644
>>>> --- a/src/mesa/main/pipelineobj.c
>>>> +++ b/src/mesa/main/pipelineobj.c
>>>> @@ -429,44 +429,11 @@ _mesa_ActiveShaderProgram(GLuint pipeline,
>>>> GLuint program)
>>>>      _mesa_reference_shader_program(ctx, &pipe->ActiveProgram, shProg);
>>>>   }
>>>> -void GLAPIENTRY
>>>> -_mesa_BindProgramPipeline_no_error(GLuint pipeline)
>>>> -{
>>>> -   GET_CURRENT_CONTEXT(ctx);
>>>> -   struct gl_pipeline_object *newObj = NULL;
>>>> -
>>>> -   /* Rebinding the same pipeline object: no change.
>>>> -    */
>>>> -   if (ctx->_Shader->Name == pipeline)
>>>> -      return;
>>>> -
>>>> -   /* Get pointer to new pipeline object (newObj)
>>>> -    */
>>>> -   if (pipeline) {
>>>> -      /* non-default pipeline object */
>>>> -      newObj = _mesa_lookup_pipeline_object(ctx, pipeline);
>>>> -
>>>> -      /* Object is created by any Pipeline call but
>>>> glGenProgramPipelines,
>>>> -       * glIsProgramPipeline and GetProgramPipelineInfoLog
>>>> -       */
>>>> -      newObj->EverBound = GL_TRUE;
>>>> -   }
>>>> -
>>>> -   _mesa_bind_pipeline(ctx, newObj);
>>>> -}
>>>> -
>>>> -/**
>>>> - * Make program of the pipeline current
>>>> - */
>>>> -void GLAPIENTRY
>>>> -_mesa_BindProgramPipeline(GLuint pipeline)
>>>> +static ALWAYS_INLINE void
>>>> +bind_program_pipeline(struct gl_context *ctx, GLuint pipeline, bool
>>>> no_error)
>>>>   {
>>>> -   GET_CURRENT_CONTEXT(ctx);
>>>>      struct gl_pipeline_object *newObj = NULL;
>>>> -   if (MESA_VERBOSE & VERBOSE_API)
>>>> -      _mesa_debug(ctx, "glBindProgramPipeline(%u)\n", pipeline);
>>>
>>>
>>> Personally, I would leave the debug print here instead of moving it. In
>>> release builds it is compiled away anyway. An analogous comment applies
>>> to the second patch.
>>
>>
>> I think the whole MESA_VERBOSE stuff could be removed, actually. Nowadays
>> we have apitrace to log/examine API calls.  I haven't used MESA_VERBOSE in
>> years.  Anyone else?
>
>
> I don't use it either, but I remember someone else attempted to remove it
> (maybe Emil?), without success.

I've used it on rare occasions, although it's a lot less helpful than
it might be. I think ultimately it's done in the wrong place. If we
want such a thing, it should hook into the dispatch logic and
automated.
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