From: Mathias Fröhlich Date: Sun, 22 May 2016 12:10:19 +0000 (+0200) Subject: mesa: Use bitmask/ffs to iterate enabled lights X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=ccb1be2fab853c2d82a2159b049d5975d7fc199d;p=mesa.git mesa: Use bitmask/ffs to iterate enabled lights 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. 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 Signed-off-by: Mathias Fröhlich --- diff --git a/src/mesa/main/light.c b/src/mesa/main/light.c index a52efdbdf87..c9e2fc2f12b 100644 --- a/src/mesa/main/light.c +++ b/src/mesa/main/light.c @@ -34,6 +34,7 @@ #include "util/simple_list.h" #include "mtypes.h" #include "math/m_matrix.h" +#include "util/bitscan.h" void GLAPIENTRY @@ -612,7 +613,6 @@ _mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname, void _mesa_update_material( struct gl_context *ctx, GLuint bitmask ) { - struct gl_light *light, *list = &ctx->Light.EnabledList; GLfloat (*mat)[4] = ctx->Light.Material.Attrib; if (MESA_VERBOSE & VERBOSE_MATERIAL) @@ -623,14 +623,20 @@ _mesa_update_material( struct gl_context *ctx, GLuint bitmask ) /* update material ambience */ if (bitmask & MAT_BIT_FRONT_AMBIENT) { - foreach (light, list) { + GLbitfield mask = ctx->Light._EnabledLights; + while (mask) { + const int i = u_bit_scan(&mask); + struct gl_light *light = &ctx->Light.Light[i]; SCALE_3V( light->_MatAmbient[0], light->Ambient, mat[MAT_ATTRIB_FRONT_AMBIENT]); } } if (bitmask & MAT_BIT_BACK_AMBIENT) { - foreach (light, list) { + GLbitfield mask = ctx->Light._EnabledLights; + while (mask) { + const int i = u_bit_scan(&mask); + struct gl_light *light = &ctx->Light.Light[i]; SCALE_3V( light->_MatAmbient[1], light->Ambient, mat[MAT_ATTRIB_BACK_AMBIENT]); } @@ -651,14 +657,20 @@ _mesa_update_material( struct gl_context *ctx, GLuint bitmask ) /* update material diffuse values */ if (bitmask & MAT_BIT_FRONT_DIFFUSE) { - foreach (light, list) { + GLbitfield mask = ctx->Light._EnabledLights; + while (mask) { + const int i = u_bit_scan(&mask); + struct gl_light *light = &ctx->Light.Light[i]; SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat[MAT_ATTRIB_FRONT_DIFFUSE] ); } } if (bitmask & MAT_BIT_BACK_DIFFUSE) { - foreach (light, list) { + GLbitfield mask = ctx->Light._EnabledLights; + while (mask) { + const int i = u_bit_scan(&mask); + struct gl_light *light = &ctx->Light.Light[i]; SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat[MAT_ATTRIB_BACK_DIFFUSE] ); } @@ -666,14 +678,20 @@ _mesa_update_material( struct gl_context *ctx, GLuint bitmask ) /* update material specular values */ if (bitmask & MAT_BIT_FRONT_SPECULAR) { - foreach (light, list) { + GLbitfield mask = ctx->Light._EnabledLights; + while (mask) { + const int i = u_bit_scan(&mask); + struct gl_light *light = &ctx->Light.Light[i]; SCALE_3V( light->_MatSpecular[0], light->Specular, mat[MAT_ATTRIB_FRONT_SPECULAR]); } } if (bitmask & MAT_BIT_BACK_SPECULAR) { - foreach (light, list) { + GLbitfield mask = ctx->Light._EnabledLights; + while (mask) { + const int i = u_bit_scan(&mask); + struct gl_light *light = &ctx->Light.Light[i]; SCALE_3V( light->_MatSpecular[1], light->Specular, mat[MAT_ATTRIB_BACK_SPECULAR]); } @@ -864,13 +882,15 @@ void _mesa_update_lighting( struct gl_context *ctx ) { GLbitfield flags = 0; - struct gl_light *light; ctx->Light._NeedEyeCoords = GL_FALSE; if (!ctx->Light.Enabled) return; - foreach(light, &ctx->Light.EnabledList) { + GLbitfield mask = ctx->Light._EnabledLights; + while (mask) { + const int i = u_bit_scan(&mask); + struct gl_light *light = &ctx->Light.Light[i]; flags |= light->_Flags; } @@ -926,7 +946,6 @@ _mesa_update_lighting( struct gl_context *ctx ) static void compute_light_positions( struct gl_context *ctx ) { - struct gl_light *light; static const GLfloat eye_z[3] = { 0, 0, 1 }; if (!ctx->Light.Enabled) @@ -939,7 +958,10 @@ compute_light_positions( struct gl_context *ctx ) TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m ); } - foreach (light, &ctx->Light.EnabledList) { + GLbitfield mask = ctx->Light._EnabledLights; + while (mask) { + const int i = u_bit_scan(&mask); + struct gl_light *light = &ctx->Light.Light[i]; if (ctx->_NeedEyeCoords) { /* _Position is in eye coordinate space */ diff --git a/src/mesa/main/rastpos.c b/src/mesa/main/rastpos.c index b468219e688..8f971f5b8d4 100644 --- a/src/mesa/main/rastpos.c +++ b/src/mesa/main/rastpos.c @@ -37,7 +37,7 @@ #include "state.h" #include "main/dispatch.h" #include "main/viewport.h" -#include "util/simple_list.h" +#include "util/bitscan.h" @@ -125,7 +125,7 @@ shade_rastpos(struct gl_context *ctx, GLfloat Rspec[4]) { /*const*/ GLfloat (*base)[3] = ctx->Light._BaseColor; - const struct gl_light *light; + GLbitfield mask; GLfloat diffuseColor[4], specularColor[4]; /* for RGB mode only */ COPY_3V(diffuseColor, base[0]); @@ -133,7 +133,10 @@ shade_rastpos(struct gl_context *ctx, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F ); ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 1.0); - foreach (light, &ctx->Light.EnabledList) { + mask = ctx->Light._EnabledLights; + while (mask) { + const int i = u_bit_scan(&mask); + struct gl_light *light = &ctx->Light.Light[i]; GLfloat attenuation = 1.0; GLfloat VP[3]; /* vector from vertex to light pos */ GLfloat n_dot_VP;