nouveau: Use bitmask/ffs to iterate enabled lights

Replaces a loop that iterates all lights and test
which of them is enabled by a loop only iterating over
the bits set in the enabled 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>
This commit is contained in:
Mathias Fröhlich 2016-05-22 14:10:19 +02:00
parent 9a3fcb010c
commit f69a400513
3 changed files with 38 additions and 26 deletions

View file

@ -31,6 +31,7 @@
#include "swrast/swrast.h"
#include "tnl/tnl.h"
#include "util/bitscan.h"
static void
nouveau_alpha_func(struct gl_context *ctx, GLenum func, GLfloat ref)
@ -122,7 +123,7 @@ nouveau_draw_buffers(struct gl_context *ctx, GLsizei n, const GLenum *buffers)
static void
nouveau_enable(struct gl_context *ctx, GLenum cap, GLboolean state)
{
int i;
GLbitfield mask;
switch (cap) {
case GL_ALPHA_TEST:
@ -187,9 +188,10 @@ nouveau_enable(struct gl_context *ctx, GLenum cap, GLboolean state)
context_dirty(ctx, LIGHT_MODEL);
context_dirty(ctx, LIGHT_ENABLE);
for (i = 0; i < MAX_LIGHTS; i++) {
if (ctx->Light.Light[i].Enabled)
context_dirty_i(ctx, LIGHT_SOURCE, i);
mask = ctx->Light._EnabledLights;
while (mask) {
const int i = u_bit_scan(&mask);
context_dirty_i(ctx, LIGHT_SOURCE, i);
}
context_dirty(ctx, MATERIAL_FRONT_AMBIENT);

View file

@ -30,8 +30,7 @@
#include "nouveau_util.h"
#include "nv10_3d.xml.h"
#include "nv10_driver.h"
#include "util/simple_list.h"
#include "util/bitscan.h"
void
nv10_emit_clip_plane(struct gl_context *ctx, int emit)
@ -323,7 +322,7 @@ nv10_emit_material_ambient(struct gl_context *ctx, int emit)
struct nouveau_pushbuf *push = context_push(ctx);
float (*mat)[4] = ctx->Light.Material.Attrib;
float c_scene[3], c_factor[3];
struct gl_light *l;
GLbitfield mask;
if (USE_COLOR_MATERIAL(AMBIENT)) {
COPY_3V(c_scene, ctx->Light.Model.Ambient);
@ -347,8 +346,10 @@ nv10_emit_material_ambient(struct gl_context *ctx, int emit)
PUSH_DATAp(push, c_factor, 3);
}
foreach(l, &ctx->Light.EnabledList) {
const int i = l - ctx->Light.Light;
mask = ctx->Light._EnabledLights;
while (mask) {
const int i = u_bit_scan(&mask);
struct gl_light *l = &ctx->Light.Light[i];
float *c_light = (USE_COLOR_MATERIAL(AMBIENT) ?
l->Ambient :
l->_MatAmbient[0]);
@ -363,13 +364,15 @@ nv10_emit_material_diffuse(struct gl_context *ctx, int emit)
{
struct nouveau_pushbuf *push = context_push(ctx);
GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
struct gl_light *l;
GLbitfield mask;
BEGIN_NV04(push, NV10_3D(MATERIAL_FACTOR_A), 1);
PUSH_DATAf(push, mat[MAT_ATTRIB_FRONT_DIFFUSE][3]);
foreach(l, &ctx->Light.EnabledList) {
const int i = l - ctx->Light.Light;
mask = ctx->Light._EnabledLights;
while (mask) {
const int i = u_bit_scan(&mask);
struct gl_light *l = &ctx->Light.Light[i];
float *c_light = (USE_COLOR_MATERIAL(DIFFUSE) ?
l->Diffuse :
l->_MatDiffuse[0]);
@ -383,10 +386,12 @@ void
nv10_emit_material_specular(struct gl_context *ctx, int emit)
{
struct nouveau_pushbuf *push = context_push(ctx);
struct gl_light *l;
GLbitfield mask;
foreach(l, &ctx->Light.EnabledList) {
const int i = l - ctx->Light.Light;
mask = ctx->Light._EnabledLights;
while (mask) {
const int i = u_bit_scan(&mask);
struct gl_light *l = &ctx->Light.Light[i];
float *c_light = (USE_COLOR_MATERIAL(SPECULAR) ?
l->Specular :
l->_MatSpecular[0]);

View file

@ -31,8 +31,7 @@
#include "nv20_3d.xml.h"
#include "nv10_driver.h"
#include "nv20_driver.h"
#include "util/simple_list.h"
#include "util/bitscan.h"
#define LIGHT_MODEL_AMBIENT_R(side) \
((side) ? NV20_3D_LIGHT_MODEL_BACK_AMBIENT_R : \
@ -240,7 +239,7 @@ nv20_emit_material_ambient(struct gl_context *ctx, int emit)
struct nouveau_pushbuf *push = context_push(ctx);
float (*mat)[4] = ctx->Light.Material.Attrib;
float c_scene[3], c_factor[3];
struct gl_light *l;
GLbitfield mask;
if (USE_COLOR_MATERIAL(AMBIENT, side)) {
COPY_3V(c_scene, mat[MAT_ATTRIB_EMISSION(side)]);
@ -264,8 +263,10 @@ nv20_emit_material_ambient(struct gl_context *ctx, int emit)
PUSH_DATAp(push, c_factor, 3);
}
foreach(l, &ctx->Light.EnabledList) {
const int i = l - ctx->Light.Light;
mask = ctx->Light._EnabledLights;
while (mask) {
const int i = u_bit_scan(&mask);
struct gl_light *l = &ctx->Light.Light[i];
float *c_light = (USE_COLOR_MATERIAL(AMBIENT, side) ?
l->Ambient :
l->_MatAmbient[side]);
@ -281,13 +282,15 @@ nv20_emit_material_diffuse(struct gl_context *ctx, int emit)
const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_DIFFUSE;
struct nouveau_pushbuf *push = context_push(ctx);
GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
struct gl_light *l;
GLbitfield mask;
BEGIN_NV04(push, SUBC_3D(MATERIAL_FACTOR_A(side)), 1);
PUSH_DATAf(push, mat[MAT_ATTRIB_DIFFUSE(side)][3]);
foreach(l, &ctx->Light.EnabledList) {
const int i = l - ctx->Light.Light;
mask = ctx->Light._EnabledLights;
while (mask) {
const int i = u_bit_scan(&mask);
struct gl_light *l = &ctx->Light.Light[i];
float *c_light = (USE_COLOR_MATERIAL(DIFFUSE, side) ?
l->Diffuse :
l->_MatDiffuse[side]);
@ -302,10 +305,12 @@ nv20_emit_material_specular(struct gl_context *ctx, int emit)
{
const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SPECULAR;
struct nouveau_pushbuf *push = context_push(ctx);
struct gl_light *l;
GLbitfield mask;
foreach(l, &ctx->Light.EnabledList) {
const int i = l - ctx->Light.Light;
mask = ctx->Light._EnabledLights;
while (mask) {
const int i = u_bit_scan(&mask);
struct gl_light *l = &ctx->Light.Light[i];
float *c_light = (USE_COLOR_MATERIAL(SPECULAR, side) ?
l->Specular :
l->_MatSpecular[side]);