mesa: Use bitmask/ffs to iterate SamplersUsed
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 <brianp@vmware.com> Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
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@@ -46,6 +46,7 @@
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#include "compiler/glsl/ir_uniform.h"
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#include "compiler/glsl_types.h"
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#include "program/program.h"
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#include "util/bitscan.h"
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/**
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* Update the vertex/fragment program's TexturesUsed array.
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@@ -66,7 +67,7 @@ void
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_mesa_update_shader_textures_used(struct gl_shader_program *shProg,
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struct gl_program *prog)
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{
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GLuint s;
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GLbitfield mask = prog->SamplersUsed;
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struct gl_shader *shader =
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shProg->_LinkedShaders[_mesa_program_enum_to_shader_stage(prog->Target)];
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@@ -77,26 +78,25 @@ _mesa_update_shader_textures_used(struct gl_shader_program *shProg,
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shProg->SamplersValidated = GL_TRUE;
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for (s = 0; s < MAX_SAMPLERS; s++) {
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if (prog->SamplersUsed & (1u << s)) {
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GLuint unit = shader->SamplerUnits[s];
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GLuint tgt = shader->SamplerTargets[s];
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assert(unit < ARRAY_SIZE(prog->TexturesUsed));
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assert(tgt < NUM_TEXTURE_TARGETS);
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while (mask) {
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const int s = u_bit_scan(&mask);
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GLuint unit = shader->SamplerUnits[s];
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GLuint tgt = shader->SamplerTargets[s];
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assert(unit < ARRAY_SIZE(prog->TexturesUsed));
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assert(tgt < NUM_TEXTURE_TARGETS);
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/* The types of the samplers associated with a particular texture
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* unit must be an exact match. Page 74 (page 89 of the PDF) of the
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* OpenGL 3.3 core spec says:
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*
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* "It is not allowed to have variables of different sampler
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* types pointing to the same texture image unit within a program
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* object."
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*/
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if (prog->TexturesUsed[unit] & ~(1 << tgt))
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shProg->SamplersValidated = GL_FALSE;
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/* The types of the samplers associated with a particular texture
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* unit must be an exact match. Page 74 (page 89 of the PDF) of the
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* OpenGL 3.3 core spec says:
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*
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* "It is not allowed to have variables of different sampler
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* types pointing to the same texture image unit within a program
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* object."
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*/
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if (prog->TexturesUsed[unit] & ~(1 << tgt))
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shProg->SamplersValidated = GL_FALSE;
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prog->TexturesUsed[unit] |= (1 << tgt);
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}
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prog->TexturesUsed[unit] |= (1 << tgt);
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}
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}
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