[Mesa-dev] [PATCH] mesa: use u_bit_scan() in update_program_texture_state()
Nicolai Hähnle
nhaehnle at gmail.com
Wed May 10 07:29:19 UTC 2017
On 10.05.2017 03:01, Timothy Arceri wrote:
> I made this same change a while back but found I couldn't really measure
> any performance increase in practice. I suspect it's because we already
> limit the max loops with (1 << s) <= prog[i]->SamplersUsed and there is
> generally no big gaps in used samples.
>
> Did you manage to measure any improvement here?
Curious about that as well, but regardless of the measurement I think it
makes the code cleaner, so I'm in favor.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle at amd.com>
>
> On 10/05/17 07:33, Samuel Pitoiset wrote:
>> The check in update_single_program_texture() can also be
>> removed.
>>
>> Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
>> ---
>> src/mesa/main/texstate.c | 13 +++++--------
>> 1 file changed, 5 insertions(+), 8 deletions(-)
>>
>> diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
>> index 830b230b5d..c11a2e95fe 100644
>> --- a/src/mesa/main/texstate.c
>> +++ b/src/mesa/main/texstate.c
>> @@ -620,9 +620,6 @@ update_single_program_texture(struct gl_context
>> *ctx, struct gl_program *prog,
>> struct gl_sampler_object *sampler;
>> int unit;
>> - if (!(prog->SamplersUsed & (1 << s)))
>> - return NULL;
>> -
>> unit = prog->SamplerUnits[s];
>> texUnit = &ctx->Texture.Unit[unit];
>> @@ -676,16 +673,16 @@ update_program_texture_state(struct gl_context
>> *ctx, struct gl_program **prog,
>> int i;
>> for (i = 0; i < MESA_SHADER_STAGES; i++) {
>> + GLbitfield mask;
>> int s;
>> if (!prog[i])
>> continue;
>> - /* We can't only do the shifting trick as the loop condition
>> because if
>> - * sampler 31 is active, the next iteration tries to shift by
>> 32, which is
>> - * undefined.
>> - */
>> - for (s = 0; s < MAX_SAMPLERS && (1 << s) <=
>> prog[i]->SamplersUsed; s++) {
>> + mask = prog[i]->SamplersUsed;
>> +
>> + while (mask) {
>> + const int s = u_bit_scan(&mask);
>> struct gl_texture_object *texObj;
>> texObj = update_single_program_texture(ctx, prog[i], s);
>>
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Aber vergiss niemals, wie sie sein sollte.
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