From: Mathias Fröhlich <mathias.froehl...@web.de> Replaces loops that iterate all lights and test which of them is enabled by a loop only iterating over the bits set in the enabled bitmask. --- src/mesa/tnl/t_vb_light.c | 2 +- src/mesa/tnl/t_vb_lighttmp.h | 27 ++++++++++++++++++++------- 2 files changed, 21 insertions(+), 8 deletions(-)
diff --git a/src/mesa/tnl/t_vb_light.c b/src/mesa/tnl/t_vb_light.c index 029265a..0cdb925 100644 --- a/src/mesa/tnl/t_vb_light.c +++ b/src/mesa/tnl/t_vb_light.c @@ -394,7 +394,7 @@ static void validate_lighting( struct gl_context *ctx, tab = _tnl_light_tab; } else { - if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev) + if (_mesa_bitcount(ctx->Light._EnabledLights) == 1) tab = _tnl_light_fast_single_tab; else tab = _tnl_light_fast_tab; diff --git a/src/mesa/tnl/t_vb_lighttmp.h b/src/mesa/tnl/t_vb_lighttmp.h index 3aebcd4..191f65c 100644 --- a/src/mesa/tnl/t_vb_lighttmp.h +++ b/src/mesa/tnl/t_vb_lighttmp.h @@ -87,7 +87,7 @@ static void TAG(light_rgba_spec)( struct gl_context *ctx, for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) { GLfloat sum[2][3], spec[2][3]; - struct gl_light *light; + GLbitfield mask; #if IDX & LIGHT_MATERIAL update_materials( ctx, store ); @@ -106,7 +106,10 @@ static void TAG(light_rgba_spec)( struct gl_context *ctx, #endif /* Add contribution from each enabled light source */ - foreach (light, &ctx->Light.EnabledList) { + mask = ctx->Light._EnabledLights; + while (mask) { + int l = ffs(mask) - 1; + struct gl_light *light = &ctx->Light.Light[l]; GLfloat n_dot_h; GLfloat correction; GLint side; @@ -115,6 +118,7 @@ static void TAG(light_rgba_spec)( struct gl_context *ctx, GLfloat VP[3]; /* unit vector from vertex to light */ GLfloat n_dot_VP; /* n dot VP */ GLfloat *h; + mask ^= (1u << l); /* compute VP and attenuation */ if (!(light->_Flags & LIGHT_POSITIONAL)) { @@ -265,7 +269,7 @@ static void TAG(light_rgba)( struct gl_context *ctx, for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) { GLfloat sum[2][3]; - struct gl_light *light; + GLbitfield mask; #if IDX & LIGHT_MATERIAL update_materials( ctx, store ); @@ -282,7 +286,10 @@ static void TAG(light_rgba)( struct gl_context *ctx, #endif /* Add contribution from each enabled light source */ - foreach (light, &ctx->Light.EnabledList) { + mask = ctx->Light._EnabledLights; + while (mask) { + int l = ffs(mask) - 1; + struct gl_light *light = &ctx->Light.Light[l]; GLfloat n_dot_h; GLfloat correction; GLint side; @@ -291,6 +298,7 @@ static void TAG(light_rgba)( struct gl_context *ctx, GLfloat VP[3]; /* unit vector from vertex to light */ GLfloat n_dot_VP; /* n dot VP */ GLfloat *h; + mask ^= (1u << l); /* compute VP and attenuation */ if (!(light->_Flags & LIGHT_POSITIONAL)) { @@ -417,7 +425,8 @@ static void TAG(light_fast_rgba_single)( struct gl_context *ctx, #if IDX & LIGHT_TWOSIDE GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data; #endif - const struct gl_light *light = ctx->Light.EnabledList.next; + const struct gl_light *light = + &ctx->Light.Light[ffs(ctx->Light._EnabledLights) - 1]; GLuint j = 0; GLfloat base[2][4]; #if IDX & LIGHT_MATERIAL @@ -528,7 +537,6 @@ static void TAG(light_fast_rgba)( struct gl_context *ctx, #else const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count; #endif - const struct gl_light *light; #ifdef TRACE fprintf(stderr, "%s %d\n", __func__, nr ); @@ -556,6 +564,7 @@ static void TAG(light_fast_rgba)( struct gl_context *ctx, for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) { GLfloat sum[2][3]; + GLbitfield mask; #if IDX & LIGHT_MATERIAL update_materials( ctx, store ); @@ -572,8 +581,12 @@ static void TAG(light_fast_rgba)( struct gl_context *ctx, COPY_3V(sum[1], ctx->Light._BaseColor[1]); #endif - foreach (light, &ctx->Light.EnabledList) { + mask = ctx->Light._EnabledLights; + while (mask) { + int l = ffs(mask) - 1; + const struct gl_light *light = &ctx->Light.Light[l]; GLfloat n_dot_h, n_dot_VP, spec; + mask ^= (1u << l); ACC_3V(sum[0], light->_MatAmbient[0]); #if IDX & LIGHT_TWOSIDE -- 2.5.5 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev