From: Mathias Fröhlich Date: Sun, 22 May 2016 12:10:19 +0000 (+0200) Subject: mesa: Use bitmask/ffs to iterate color material attributes. X-Git-Tag: upstream/17.1.0~8698 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=d8a3ac90df67ab1b397b59acdaf4f8e5dc27203a;p=platform%2Fupstream%2Fmesa.git mesa: Use bitmask/ffs to iterate color material attributes. Replaces an iterate and test bit in a bitmask loop by a loop only iterating over the bits set in the 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 Signed-off-by: Mathias Fröhlich --- diff --git a/src/mesa/main/light.c b/src/mesa/main/light.c index ad9cef1..87a06db 100644 --- a/src/mesa/main/light.c +++ b/src/mesa/main/light.c @@ -706,13 +706,14 @@ _mesa_update_material( struct gl_context *ctx, GLuint bitmask ) void _mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] ) { - const GLbitfield bitmask = ctx->Light._ColorMaterialBitmask; + GLbitfield bitmask = ctx->Light._ColorMaterialBitmask; struct gl_material *mat = &ctx->Light.Material; - int i; - for (i = 0 ; i < MAT_ATTRIB_MAX ; i++) - if (bitmask & (1<Attrib[i], color ); + while (bitmask) { + const int i = u_bit_scan(&bitmask); + + COPY_4FV( mat->Attrib[i], color ); + } _mesa_update_material( ctx, bitmask ); } diff --git a/src/mesa/tnl/t_vb_light.c b/src/mesa/tnl/t_vb_light.c index 4342b6e..8d13712 100644 --- a/src/mesa/tnl/t_vb_light.c +++ b/src/mesa/tnl/t_vb_light.c @@ -233,10 +233,12 @@ prepare_materials(struct gl_context *ctx, * with the color pointer for each one. */ if (ctx->Light.ColorMaterialEnabled) { - const GLuint bitmask = ctx->Light._ColorMaterialBitmask; - for (i = 0 ; i < MAT_ATTRIB_MAX ; i++) - if (bitmask & (1<AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = VB->AttribPtr[_TNL_ATTRIB_COLOR0]; + GLbitfield bitmask = ctx->Light._ColorMaterialBitmask; + while (bitmask) { + const int i = u_bit_scan(&bitmask); + VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = + VB->AttribPtr[_TNL_ATTRIB_COLOR0]; + } } /* Now, for each material attribute that's tracking vertex color, save