[Mesa-dev] [PATCH 24/29] mesa: Use bitmask/ffs to iterate SamplersUsed
Mathias.Froehlich at gmx.net
Mathias.Froehlich at gmx.net
Tue Jun 14 05:00:10 UTC 2016
From: Mathias Fröhlich <mathias.froehlich at web.de>
Replaces an iterate and test bit in a bitmask loop by a
loop only iterating over the bits set in the bitmask.
v2: Use _mesa_bit_scan{,64} instead of open coding.
v3: Use u_bit_scan{,64} instead of _mesa_bit_scan{,64}.
Reviewed-by: Brian Paul <brianp at vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich at web.de>
---
src/mesa/main/uniforms.c | 42 +++++++++++++++++++++---------------------
1 file changed, 21 insertions(+), 21 deletions(-)
diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
index 35b93d3..d02f92e 100644
--- a/src/mesa/main/uniforms.c
+++ b/src/mesa/main/uniforms.c
@@ -46,6 +46,7 @@
#include "compiler/glsl/ir_uniform.h"
#include "compiler/glsl_types.h"
#include "program/program.h"
+#include "util/bitscan.h"
/**
* Update the vertex/fragment program's TexturesUsed array.
@@ -66,7 +67,7 @@ void
_mesa_update_shader_textures_used(struct gl_shader_program *shProg,
struct gl_program *prog)
{
- GLuint s;
+ GLbitfield mask = prog->SamplersUsed;
struct gl_shader *shader =
shProg->_LinkedShaders[_mesa_program_enum_to_shader_stage(prog->Target)];
@@ -77,26 +78,25 @@ _mesa_update_shader_textures_used(struct gl_shader_program *shProg,
shProg->SamplersValidated = GL_TRUE;
- for (s = 0; s < MAX_SAMPLERS; s++) {
- if (prog->SamplersUsed & (1u << s)) {
- GLuint unit = shader->SamplerUnits[s];
- GLuint tgt = shader->SamplerTargets[s];
- assert(unit < ARRAY_SIZE(prog->TexturesUsed));
- assert(tgt < NUM_TEXTURE_TARGETS);
-
- /* The types of the samplers associated with a particular texture
- * unit must be an exact match. Page 74 (page 89 of the PDF) of the
- * OpenGL 3.3 core spec says:
- *
- * "It is not allowed to have variables of different sampler
- * types pointing to the same texture image unit within a program
- * object."
- */
- if (prog->TexturesUsed[unit] & ~(1 << tgt))
- shProg->SamplersValidated = GL_FALSE;
-
- prog->TexturesUsed[unit] |= (1 << tgt);
- }
+ while (mask) {
+ const int s = u_bit_scan(&mask);
+ GLuint unit = shader->SamplerUnits[s];
+ GLuint tgt = shader->SamplerTargets[s];
+ assert(unit < ARRAY_SIZE(prog->TexturesUsed));
+ assert(tgt < NUM_TEXTURE_TARGETS);
+
+ /* The types of the samplers associated with a particular texture
+ * unit must be an exact match. Page 74 (page 89 of the PDF) of the
+ * OpenGL 3.3 core spec says:
+ *
+ * "It is not allowed to have variables of different sampler
+ * types pointing to the same texture image unit within a program
+ * object."
+ */
+ if (prog->TexturesUsed[unit] & ~(1 << tgt))
+ shProg->SamplersValidated = GL_FALSE;
+
+ prog->TexturesUsed[unit] |= (1 << tgt);
}
}
--
2.5.5
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