mesa: Use bitmask/ffs to build ff vertex shader keys.

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.

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@vmware.com>
Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
This commit is contained in:
Mathias Fröhlich 2016-05-22 14:10:19 +02:00
parent b5820759de
commit 3ee409bebf
1 changed files with 4 additions and 2 deletions

View File

@ -150,7 +150,6 @@ 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));
fp = ctx->FragmentProgram._Current;
@ -238,7 +237,10 @@ static void make_state_key( struct gl_context *ctx, struct state_key *key )
ctx->Texture._MaxEnabledTexImageUnit != -1)
key->texture_enabled_global = 1;
for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
mask = ctx->Texture._EnabledCoordUnits | ctx->Texture._TexGenEnabled
| ctx->Texture._TexMatEnabled | ctx->Point.CoordReplace;
while (mask) {
const int i = u_bit_scan(&mask);
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
if (texUnit->_Current)