From: Mathias Fröhlich <mathias.froehl...@web.de> 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. Reviewed-by: Brian Paul <bri...@vmware.com> Signed-off-by: Mathias Fröhlich <mathias.froehl...@web.de> --- src/mesa/drivers/dri/nouveau/nouveau_state.c | 9 +++++---- src/mesa/drivers/dri/nouveau/nv10_state_tnl.c | 26 +++++++++++++++----------- src/mesa/drivers/dri/nouveau/nv20_state_tnl.c | 26 +++++++++++++++----------- 3 files changed, 35 insertions(+), 26 deletions(-) diff --git a/src/mesa/drivers/dri/nouveau/nouveau_state.c b/src/mesa/drivers/dri/nouveau/nouveau_state.c index 3aad10e..26d0910 100644 --- a/src/mesa/drivers/dri/nouveau/nouveau_state.c +++ b/src/mesa/drivers/dri/nouveau/nouveau_state.c @@ -122,7 +122,7 @@ 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 +187,10 @@ 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 = _mesa_bit_scan(&mask); + context_dirty_i(ctx, LIGHT_SOURCE, i); } context_dirty(ctx, MATERIAL_FRONT_AMBIENT); diff --git a/src/mesa/drivers/dri/nouveau/nv10_state_tnl.c b/src/mesa/drivers/dri/nouveau/nv10_state_tnl.c index 1398385..e9e5e94 100644 --- a/src/mesa/drivers/dri/nouveau/nv10_state_tnl.c +++ b/src/mesa/drivers/dri/nouveau/nv10_state_tnl.c @@ -31,8 +31,6 @@ #include "nv10_3d.xml.h" #include "nv10_driver.h" -#include "util/simple_list.h" - void nv10_emit_clip_plane(struct gl_context *ctx, int emit) { @@ -323,7 +321,7 @@ 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 +345,10 @@ 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 = _mesa_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 +363,15 @@ 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 = _mesa_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 +385,12 @@ 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 = _mesa_bit_scan(&mask); + struct gl_light *l = &ctx->Light.Light[i]; float *c_light = (USE_COLOR_MATERIAL(SPECULAR) ? l->Specular : l->_MatSpecular[0]); diff --git a/src/mesa/drivers/dri/nouveau/nv20_state_tnl.c b/src/mesa/drivers/dri/nouveau/nv20_state_tnl.c index 4139551..3cdba4a 100644 --- a/src/mesa/drivers/dri/nouveau/nv20_state_tnl.c +++ b/src/mesa/drivers/dri/nouveau/nv20_state_tnl.c @@ -32,8 +32,6 @@ #include "nv10_driver.h" #include "nv20_driver.h" -#include "util/simple_list.h" - #define LIGHT_MODEL_AMBIENT_R(side) \ ((side) ? NV20_3D_LIGHT_MODEL_BACK_AMBIENT_R : \ NV20_3D_LIGHT_MODEL_FRONT_AMBIENT_R) @@ -240,7 +238,7 @@ 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 +262,10 @@ 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 = _mesa_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 +281,15 @@ 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 = _mesa_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 +304,12 @@ 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 = _mesa_bit_scan(&mask); + struct gl_light *l = &ctx->Light.Light[i]; float *c_light = (USE_COLOR_MATERIAL(SPECULAR, side) ? l->Specular : l->_MatSpecular[side]); -- 2.5.5 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev