mesa: Use bitmask/ffs to iterate color material attributes.

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>
This commit is contained in:
Mathias Fröhlich
2016-05-22 14:10:19 +02:00
parent d4eb2f9cda
commit d8a3ac90df
2 changed files with 12 additions and 9 deletions
+6 -5
View File
@@ -706,13 +706,14 @@ _mesa_update_material( struct gl_context *ctx, GLuint bitmask )
void
_mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] )
{
const GLbitfield bitmask = ctx->Light._ColorMaterialBitmask;
GLbitfield bitmask = ctx->Light._ColorMaterialBitmask;
struct gl_material *mat = &ctx->Light.Material;
int i;
for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
if (bitmask & (1<<i))
COPY_4FV( mat->Attrib[i], color );
while (bitmask) {
const int i = u_bit_scan(&bitmask);
COPY_4FV( mat->Attrib[i], color );
}
_mesa_update_material( ctx, bitmask );
}
+6 -4
View File
@@ -233,10 +233,12 @@ prepare_materials(struct gl_context *ctx,
* with the color pointer for each one.
*/
if (ctx->Light.ColorMaterialEnabled) {
const GLuint bitmask = ctx->Light._ColorMaterialBitmask;
for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
if (bitmask & (1<<i))
VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = VB->AttribPtr[_TNL_ATTRIB_COLOR0];
GLbitfield bitmask = ctx->Light._ColorMaterialBitmask;
while (bitmask) {
const int i = u_bit_scan(&bitmask);
VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] =
VB->AttribPtr[_TNL_ATTRIB_COLOR0];
}
}
/* Now, for each material attribute that's tracking vertex color, save