[Mesa-dev] [PATCH] nir/glsl_to_nir: use _mesa_fls() to compute num_textures
Juan A. Suarez Romero
jasuarez at igalia.com
Fri Nov 6 08:27:26 PST 2015
Replace the current loop by a direct call to _mesa_fls() function.
It also fixes an implicit bug in the current code where num_textures
seems to be one value less than it should be when sh->Program->SamplersUsed > 0.
For instance, num_textures is 0 instead of 1 when
sh->Program->SamplersUsed is 1.
Signed-off-by: Juan A. Suarez Romero <jasuarez at igalia.com>
---
src/glsl/nir/glsl_to_nir.cpp | 9 ++-------
1 file changed, 2 insertions(+), 7 deletions(-)
diff --git a/src/glsl/nir/glsl_to_nir.cpp b/src/glsl/nir/glsl_to_nir.cpp
index 57aba5b..5c3fcd1 100644
--- a/src/glsl/nir/glsl_to_nir.cpp
+++ b/src/glsl/nir/glsl_to_nir.cpp
@@ -30,6 +30,7 @@
#include "ir_visitor.h"
#include "ir_hierarchical_visitor.h"
#include "ir.h"
+#include "main/imports.h"
/*
* pass to lower GLSL IR to NIR
@@ -144,16 +145,10 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
nir_lower_outputs_to_temporaries(shader);
- /* TODO: Use _mesa_fls instead */
- unsigned num_textures = 0;
- for (unsigned i = 0; i < 8 * sizeof(sh->Program->SamplersUsed); i++)
- if (sh->Program->SamplersUsed & (1 << i))
- num_textures = i;
-
shader->info.name = ralloc_asprintf(shader, "GLSL%d", shader_prog->Name);
if (shader_prog->Label)
shader->info.label = ralloc_strdup(shader, shader_prog->Label);
- shader->info.num_textures = num_textures;
+ shader->info.num_textures = _mesa_fls(sh->Program->SamplersUsed);
shader->info.num_ubos = sh->NumUniformBlocks;
shader->info.num_abos = shader_prog->NumAtomicBuffers;
shader->info.num_ssbos = sh->NumShaderStorageBlocks;
--
2.4.3
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