[Mesa-dev] [PATCH 18/29] mesa: Use bitmask/ffs to build ff fragment shader keys.
Mathias.Froehlich at gmx.net
Mathias.Froehlich at gmx.net
Tue May 24 06:42:14 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.
The bitmask used here for iteration is a combination
of different enabled masks present for texture units.
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich at web.de>
---
src/mesa/main/ff_fragment_shader.cpp | 10 +++++++---
1 file changed, 7 insertions(+), 3 deletions(-)
diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp
index b0ce8c4..ffeb440 100644
--- a/src/mesa/main/ff_fragment_shader.cpp
+++ b/src/mesa/main/ff_fragment_shader.cpp
@@ -398,22 +398,26 @@ static GLbitfield get_fp_input_mask( struct gl_context *ctx )
*/
static GLuint make_state_key( struct gl_context *ctx, struct state_key *key )
{
- GLuint i, j;
+ GLuint j;
GLbitfield inputs_referenced = VARYING_BIT_COL0;
const GLbitfield inputs_available = get_fp_input_mask( ctx );
+ GLbitfield mask;
GLuint keySize;
memset(key, 0, sizeof(*key));
/* _NEW_TEXTURE */
- for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
+ mask = ctx->Texture._EnabledCoordUnits;
+ while (mask) {
+ const int i = ffs(mask) - 1;
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
const struct gl_texture_object *texObj = texUnit->_Current;
const struct gl_tex_env_combine_state *comb = texUnit->_CurrentCombine;
const struct gl_sampler_object *samp;
GLenum format;
+ mask ^= (1u << i);
- if (!texUnit->_Current || !texUnit->Enabled)
+ if (!texObj)
continue;
samp = _mesa_get_samplerobj(ctx, i);
--
2.5.5
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