mesa: Use bitmask/ffs to iterate enabled lights for ff shader keys.
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. 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>
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@ -44,6 +44,7 @@
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#include "program/prog_parameter.h"
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#include "program/prog_print.h"
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#include "program/prog_statevars.h"
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#include "util/bitscan.h"
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/** Max of number of lights and texture coord units */
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@ -148,6 +149,7 @@ static GLboolean check_active_shininess( struct gl_context *ctx,
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static void make_state_key( struct gl_context *ctx, struct state_key *key )
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{
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const struct gl_fragment_program *fp;
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GLbitfield mask;
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GLuint i;
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memset(key, 0, sizeof(struct state_key));
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@ -183,23 +185,23 @@ static void make_state_key( struct gl_context *ctx, struct state_key *key )
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key->light_color_material_mask = ctx->Light._ColorMaterialBitmask;
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}
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for (i = 0; i < MAX_LIGHTS; i++) {
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struct gl_light *light = &ctx->Light.Light[i];
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mask = ctx->Light._EnabledLights;
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while (mask) {
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const int i = u_bit_scan(&mask);
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struct gl_light *light = &ctx->Light.Light[i];
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if (light->Enabled) {
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key->unit[i].light_enabled = 1;
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key->unit[i].light_enabled = 1;
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if (light->EyePosition[3] == 0.0F)
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key->unit[i].light_eyepos3_is_zero = 1;
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if (light->EyePosition[3] == 0.0F)
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key->unit[i].light_eyepos3_is_zero = 1;
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if (light->SpotCutoff == 180.0F)
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key->unit[i].light_spotcutoff_is_180 = 1;
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if (light->SpotCutoff == 180.0F)
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key->unit[i].light_spotcutoff_is_180 = 1;
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if (light->ConstantAttenuation != 1.0F ||
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light->LinearAttenuation != 0.0F ||
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light->QuadraticAttenuation != 0.0F)
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key->unit[i].light_attenuated = 1;
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}
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if (light->ConstantAttenuation != 1.0F ||
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light->LinearAttenuation != 0.0F ||
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light->QuadraticAttenuation != 0.0F)
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key->unit[i].light_attenuated = 1;
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}
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if (check_active_shininess(ctx, key, 0)) {
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