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mesa: Use bitmask/ffs to iterate the enabled textures.
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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11a5b776c2
commit
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1 changed files with 15 additions and 14 deletions
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@ -38,6 +38,7 @@
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#include "teximage.h"
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#include "texstate.h"
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#include "mtypes.h"
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#include "util/bitscan.h"
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#include "util/bitset.h"
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@ -611,7 +612,7 @@ update_ff_texture_state(struct gl_context *ctx,
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for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
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struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
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GLuint texIndex;
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GLbitfield mask;
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bool complete;
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if (texUnit->Enabled == 0x0)
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@ -651,20 +652,20 @@ update_ff_texture_state(struct gl_context *ctx,
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* undefined."
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*/
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complete = false;
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for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
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if (texUnit->Enabled & (1 << texIndex)) {
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struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
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struct gl_sampler_object *sampler = texUnit->Sampler ?
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texUnit->Sampler : &texObj->Sampler;
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mask = texUnit->Enabled;
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while (mask) {
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const int texIndex = u_bit_scan(&mask);
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struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
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struct gl_sampler_object *sampler = texUnit->Sampler ?
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texUnit->Sampler : &texObj->Sampler;
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if (!_mesa_is_texture_complete(texObj, sampler)) {
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_mesa_test_texobj_completeness(ctx, texObj);
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}
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if (_mesa_is_texture_complete(texObj, sampler)) {
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_mesa_reference_texobj(&texUnit->_Current, texObj);
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complete = true;
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break;
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}
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if (!_mesa_is_texture_complete(texObj, sampler)) {
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_mesa_test_texobj_completeness(ctx, texObj);
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}
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if (_mesa_is_texture_complete(texObj, sampler)) {
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_mesa_reference_texobj(&texUnit->_Current, texObj);
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complete = true;
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break;
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}
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}
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