[Mesa-dev] [PATCH 11/29] mesa: Use bitmask/ffs to iterate enabled lights for building ff shader keys.
Mathias.Froehlich at gmx.net
Mathias.Froehlich at gmx.net
Tue May 24 06:42:07 UTC 2016
From: Mathias Fröhlich <mathias.froehlich at web.de>
Replaces a loop that iterates all lights and test
which of them is enabled by a loop only iterating over
the bits set in the enabled bitmask.
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich at web.de>
---
src/mesa/main/ffvertex_prog.c | 28 +++++++++++++++-------------
1 file changed, 15 insertions(+), 13 deletions(-)
diff --git a/src/mesa/main/ffvertex_prog.c b/src/mesa/main/ffvertex_prog.c
index ecdd018..bcfc999 100644
--- a/src/mesa/main/ffvertex_prog.c
+++ b/src/mesa/main/ffvertex_prog.c
@@ -148,6 +148,7 @@ static GLboolean check_active_shininess( struct gl_context *ctx,
static void make_state_key( struct gl_context *ctx, struct state_key *key )
{
const struct gl_fragment_program *fp;
+ GLbitfield mask;
GLuint i;
memset(key, 0, sizeof(struct state_key));
@@ -183,23 +184,24 @@ static void make_state_key( struct gl_context *ctx, struct state_key *key )
key->light_color_material_mask = ctx->Light._ColorMaterialBitmask;
}
- for (i = 0; i < MAX_LIGHTS; i++) {
- struct gl_light *light = &ctx->Light.Light[i];
+ mask = ctx->Light._EnabledLights;
+ while (mask) {
+ const int i = ffs(mask) - 1;
+ struct gl_light *light = &ctx->Light.Light[i];
+ mask ^= (1u << i);
- if (light->Enabled) {
- key->unit[i].light_enabled = 1;
+ key->unit[i].light_enabled = 1;
- if (light->EyePosition[3] == 0.0F)
- key->unit[i].light_eyepos3_is_zero = 1;
+ if (light->EyePosition[3] == 0.0F)
+ key->unit[i].light_eyepos3_is_zero = 1;
- if (light->SpotCutoff == 180.0F)
- key->unit[i].light_spotcutoff_is_180 = 1;
+ if (light->SpotCutoff == 180.0F)
+ key->unit[i].light_spotcutoff_is_180 = 1;
- if (light->ConstantAttenuation != 1.0F ||
- light->LinearAttenuation != 0.0F ||
- light->QuadraticAttenuation != 0.0F)
- key->unit[i].light_attenuated = 1;
- }
+ if (light->ConstantAttenuation != 1.0F ||
+ light->LinearAttenuation != 0.0F ||
+ light->QuadraticAttenuation != 0.0F)
+ key->unit[i].light_attenuated = 1;
}
if (check_active_shininess(ctx, key, 0)) {
--
2.5.5
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