v3d: Drop foreach_bit() macro

Now that we have a global one.

Signed-off-by: Rob Clark <robdclark@chromium.org>

Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9191>
This commit is contained in:
Rob Clark 2021-02-22 07:57:49 -08:00 committed by Marge Bot
parent 0ca5b1a6b9
commit e6bacd3e9a
2 changed files with 11 additions and 14 deletions

View file

@ -585,9 +585,6 @@ struct v3d_blend_state {
pipe_debug_message(&v3d->debug, PERF_INFO, __VA_ARGS__); \
} while (0)
#define foreach_bit(b, mask) \
for (uint32_t _m = (mask), b; _m && ({(b) = u_bit_scan(&_m); 1;});)
static inline struct v3d_context *
v3d_context(struct pipe_context *pcontext)
{

View file

@ -184,7 +184,7 @@ v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
}
/* Flush writes to UBOs. */
foreach_bit(i, v3d->constbuf[s].enabled_mask) {
u_foreach_bit(i, v3d->constbuf[s].enabled_mask) {
struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
if (cb->buffer) {
v3d_flush_jobs_writing_resource(v3d, cb->buffer,
@ -194,7 +194,7 @@ v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
}
/* Flush reads/writes to our SSBOs */
foreach_bit(i, v3d->ssbo[s].enabled_mask) {
u_foreach_bit(i, v3d->ssbo[s].enabled_mask) {
struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
if (sb->buffer) {
v3d_flush_jobs_reading_resource(v3d, sb->buffer,
@ -204,7 +204,7 @@ v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
}
/* Flush reads/writes to our image views */
foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
u_foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
struct v3d_image_view *view = &v3d->shaderimg[s].si[i];
v3d_flush_jobs_reading_resource(v3d, view->base.resource,
@ -214,7 +214,7 @@ v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
/* Flush writes to our vertex buffers (i.e. from transform feedback) */
if (s == PIPE_SHADER_VERTEX) {
foreach_bit(i, v3d->vertexbuf.enabled_mask) {
u_foreach_bit(i, v3d->vertexbuf.enabled_mask) {
struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
v3d_flush_jobs_writing_resource(v3d, vb->buffer.resource,
@ -259,7 +259,7 @@ v3d_state_reads_resource(struct v3d_context *v3d,
/* Vertex buffers */
if (s == PIPE_SHADER_VERTEX) {
foreach_bit(i, v3d->vertexbuf.enabled_mask) {
u_foreach_bit(i, v3d->vertexbuf.enabled_mask) {
struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
if (!vb->buffer.resource)
continue;
@ -272,7 +272,7 @@ v3d_state_reads_resource(struct v3d_context *v3d,
}
/* Constant buffers */
foreach_bit(i, v3d->constbuf[s].enabled_mask) {
u_foreach_bit(i, v3d->constbuf[s].enabled_mask) {
struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
if (!cb->buffer)
continue;
@ -283,7 +283,7 @@ v3d_state_reads_resource(struct v3d_context *v3d,
}
/* Shader storage buffers */
foreach_bit(i, v3d->ssbo[s].enabled_mask) {
u_foreach_bit(i, v3d->ssbo[s].enabled_mask) {
struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
if (!sb->buffer)
continue;
@ -1198,13 +1198,13 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info,
* which ones are read vs written, so just assume the worst.
*/
for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
foreach_bit(i, v3d->ssbo[s].enabled_mask) {
u_foreach_bit(i, v3d->ssbo[s].enabled_mask) {
v3d_job_add_write_resource(job,
v3d->ssbo[s].sb[i].buffer);
job->tmu_dirty_rcl = true;
}
foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
u_foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
v3d_job_add_write_resource(job,
v3d->shaderimg[s].si[i].base.resource);
job->tmu_dirty_rcl = true;
@ -1616,14 +1616,14 @@ v3d_launch_grid(struct pipe_context *pctx, const struct pipe_grid_info *info)
/* Mark SSBOs as being written.. we don't actually know which ones are
* read vs written, so just assume the worst
*/
foreach_bit(i, v3d->ssbo[PIPE_SHADER_COMPUTE].enabled_mask) {
u_foreach_bit(i, v3d->ssbo[PIPE_SHADER_COMPUTE].enabled_mask) {
struct v3d_resource *rsc = v3d_resource(
v3d->ssbo[PIPE_SHADER_COMPUTE].sb[i].buffer);
rsc->writes++;
rsc->compute_written = true;
}
foreach_bit(i, v3d->shaderimg[PIPE_SHADER_COMPUTE].enabled_mask) {
u_foreach_bit(i, v3d->shaderimg[PIPE_SHADER_COMPUTE].enabled_mask) {
struct v3d_resource *rsc = v3d_resource(
v3d->shaderimg[PIPE_SHADER_COMPUTE].si[i].base.resource);
rsc->writes++;