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authorMathias Fröhlich <[email protected]>2016-05-22 14:10:19 +0200
committerMathias Fröhlich <[email protected]>2016-06-16 05:50:53 +0200
commit9a3fcb010c8ecbcbae0b7b299b64165051b03b85 (patch)
treed332fa710bf4c2858cf26b398543ef537c46426e /src
parent664aec437088dbee299499f0539adc3fc9a2386f (diff)
tnl: 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 <[email protected]> Signed-off-by: Mathias Fröhlich <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/mesa/tnl/t_vb_light.c5
-rw-r--r--src/mesa/tnl/t_vb_lighttmp.h24
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 029265a4f83..4342b6ed465 100644
--- a/src/mesa/tnl/t_vb_light.c
+++ b/src/mesa/tnl/t_vb_light.c
@@ -33,6 +33,8 @@
#include "math/m_translate.h"
+#include "util/bitscan.h"
+
#include "t_context.h"
#include "t_pipeline.h"
#include "tnl.h"
@@ -394,7 +396,8 @@ static void validate_lighting( struct gl_context *ctx,
tab = _tnl_light_tab;
}
else {
- if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev)
+ /* Power of two means only a single active light. */
+ if (_mesa_is_pow_two(ctx->Light._EnabledLights))
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 3aebcd4b799..ac88095a969 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) {
+ const int l = u_bit_scan(&mask);
+ struct gl_light *light = &ctx->Light.Light[l];
GLfloat n_dot_h;
GLfloat correction;
GLint side;
@@ -265,7 +268,7 @@ 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 +285,10 @@ 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) {
+ const int l = u_bit_scan(&mask);
+ struct gl_light *light = &ctx->Light.Light[l];
GLfloat n_dot_h;
GLfloat correction;
GLint side;
@@ -417,7 +423,8 @@ 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 +535,6 @@ 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 +562,7 @@ 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 );
@@ -572,7 +579,10 @@ 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) {
+ const int l = u_bit_scan(&mask);
+ const struct gl_light *light = &ctx->Light.Light[l];
GLfloat n_dot_h, n_dot_VP, spec;
ACC_3V(sum[0], light->_MatAmbient[0]);