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:
parent
b5820759de
commit
3ee409bebf
|
@ -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)
|
||||
|
|
Loading…
Reference in New Issue