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>
This commit is contained in:
Mathias Fröhlich 2016-05-22 14:10:19 +02:00
parent ccb1be2fab
commit 664aec4370
1 changed files with 15 additions and 13 deletions

View File

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