diff options
author | Timothy Arceri <[email protected]> | 2016-11-04 16:41:30 +1100 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2017-01-06 11:21:42 +1100 |
commit | 7cc61cf706e857e27ea3ce9578b9c480bfbc94a1 (patch) | |
tree | dd9496b3d73fce531bd3512735319a2eb5d125a3 | |
parent | 4807a83da0e0f5e3272e85504ee3b2213ef1910a (diff) |
mesa: simplify sampler setting code
There is no need to loop over active samplers the code above this
would have already exited if the sampler was inactive, or errored
if the count was larger than the uniforms array size.
Reviewed-by: Eric Anholt <[email protected]>
-rw-r--r-- | src/mesa/main/uniform_query.cpp | 33 |
1 files changed, 11 insertions, 22 deletions
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp index 73e7b0bfdfd..ffb20ca2ac1 100644 --- a/src/mesa/main/uniform_query.cpp +++ b/src/mesa/main/uniform_query.cpp @@ -859,39 +859,28 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, for (int i = 0; i < MESA_SHADER_STAGES; i++) { struct gl_linked_shader *const sh = shProg->_LinkedShaders[i]; - /* If the shader stage doesn't use the sampler uniform, skip this. - */ - if (sh == NULL || !uni->opaque[i].active) + /* If the shader stage doesn't use the sampler uniform, skip this. */ + if (!uni->opaque[i].active) continue; + bool changed = false; for (int j = 0; j < count; j++) { - sh->SamplerUnits[uni->opaque[i].index + offset + j] = - ((unsigned *) values)[j]; + unsigned unit = uni->opaque[i].index + offset + j; + if (sh->SamplerUnits[unit] != ((unsigned *) values)[j]) { + sh->SamplerUnits[unit] = ((unsigned *) values)[j]; + changed = true; + } } - struct gl_program *const prog = sh->Program; - - assert(sizeof(prog->SamplerUnits) == sizeof(sh->SamplerUnits)); - - /* Determine if any of the samplers used by this shader stage have - * been modified. - */ - bool changed = false; - GLbitfield mask = sh->active_samplers; - while (mask) { - const int j = u_bit_scan(&mask); - if (prog->SamplerUnits[j] != sh->SamplerUnits[j]) { - changed = true; - break; - } - } - if (changed) { if (!flushed) { FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM); flushed = true; } + struct gl_program *const prog = sh->Program; + assert(sizeof(prog->SamplerUnits) == sizeof(sh->SamplerUnits)); + _mesa_update_shader_textures_used(shProg, prog); if (ctx->Driver.SamplerUniformChange) ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog); |