On Sun, Nov 25, 2018 at 5:43 PM Karol Herbst <[email protected]> wrote:
>
> On Sun, Nov 25, 2018 at 5:48 PM Ilia Mirkin <[email protected]> wrote:
> >
> > Would it make sense to instead keep track of a samplers_bound[] like
> > we do for textures? It's only ever used in a context of
> >
> > for (i = 0; i < num_samplers; i++)
> >   if (samplers[i])
> >      do stuff
> >
> > So having a mask would actually optimize that, and make this logic much 
> > simpler.
>
> was trying to come up with something more meaningful, but we usually
> loop over all samplers anyway, so we either loop until we had
> num_samplers or we check the mask up to PIPE_NUM_SAMPLERS bits... I
> doubt that we would win much at all. Anyway, in my local version of
> that patch I dropped those "num_samplers[s] = 0;" assignments as they
> weren't making much sense to begin with. We might be able to decrease
> num_samplers if we remove the last one, but I don't want to change
> much of the behavior here anyway. We could improve that code in future
> patches though.

Then you should drop num_samplers entirely.

But really, just make a mask, and iterate over the bits in the mask.
Should be trivial.
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