From: Mathias Fröhlich Date: Sun, 22 May 2016 12:10:19 +0000 (+0200) Subject: mesa: Use bitmask/ffs to build ff vertex shader keys. X-Git-Tag: upstream/17.1.0~8700 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=3ee409bebfa88eaec34a7f912a1bbc86304a522f;p=platform%2Fupstream%2Fmesa.git 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 Signed-off-by: Mathias Fröhlich --- diff --git a/src/mesa/main/ffvertex_prog.c b/src/mesa/main/ffvertex_prog.c index ca72554..f4ae690 100644 --- a/src/mesa/main/ffvertex_prog.c +++ b/src/mesa/main/ffvertex_prog.c @@ -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)