nir/glsl_to_nir: use _mesa_fls() to compute num_textures

Replace the current loop by a direct call to _mesa_fls() function.

It also fixes an implicit bug in the current code where num_textures
seems to be one value less than it should be when sh->Program->SamplersUsed > 0.

For instance, num_textures is 0 instead of 1 when
sh->Program->SamplersUsed is 1.

Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This commit is contained in:
Juan A. Suarez Romero 2015-11-06 12:23:17 +00:00 committed by Alejandro Piñeiro
parent 3f34afa0aa
commit 40c2acef5c

View file

@ -31,6 +31,7 @@
#include "ir_visitor.h"
#include "ir_hierarchical_visitor.h"
#include "ir.h"
#include "main/imports.h"
/*
* pass to lower GLSL IR to NIR
@ -145,16 +146,10 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
nir_lower_outputs_to_temporaries(shader);
/* TODO: Use _mesa_fls instead */
unsigned num_textures = 0;
for (unsigned i = 0; i < 8 * sizeof(sh->Program->SamplersUsed); i++)
if (sh->Program->SamplersUsed & (1 << i))
num_textures = i;
shader->info.name = ralloc_asprintf(shader, "GLSL%d", shader_prog->Name);
if (shader_prog->Label)
shader->info.label = ralloc_strdup(shader, shader_prog->Label);
shader->info.num_textures = num_textures;
shader->info.num_textures = _mesa_fls(sh->Program->SamplersUsed);
shader->info.num_ubos = sh->NumUniformBlocks;
shader->info.num_abos = shader_prog->NumAtomicBuffers;
shader->info.num_ssbos = sh->NumShaderStorageBlocks;