Henri Verbeet : wined3d: Use wined3d_bit_scan() in shader_generate_arb_declarations().
Alexandre Julliard
julliard at winehq.org
Tue Feb 1 15:21:36 CST 2022
Module: wine
Branch: master
Commit: 59b06fdb437da4f13dbdc87f4abf58dce9fbe471
URL: https://source.winehq.org/git/wine.git/?a=commit;h=59b06fdb437da4f13dbdc87f4abf58dce9fbe471
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Tue Feb 1 19:23:11 2022 +0100
wined3d: Use wined3d_bit_scan() in shader_generate_arb_declarations().
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/arb_program_shader.c | 20 +++++++++++++-------
1 file changed, 13 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 54a90a690ac..fc53f78f95d 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -765,7 +765,7 @@ static void shader_generate_arb_declarations(const struct wined3d_shader *shader
char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
const struct wined3d_shader_lconst *lconst;
unsigned max_constantsF;
- DWORD map;
+ uint32_t map;
/* In pixel shaders, all private constants are program local, we don't need anything
* from program.env. Thus we can advertise the full set of constants in pixel shaders.
@@ -837,21 +837,27 @@ static void shader_generate_arb_declarations(const struct wined3d_shader *shader
}
}
- for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
+ map = reg_maps->temporary;
+ while (map)
{
- if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
+ i = wined3d_bit_scan(&map);
+ shader_addline(buffer, "TEMP R%u;\n", i);
}
- for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
+ map = reg_maps->address;
+ while (map)
{
- if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
+ i = wined3d_bit_scan(&map);
+ shader_addline(buffer, "ADDRESS A%u;\n", i);
}
if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
{
- for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
+ map = reg_maps->texcoord;
+ while (map)
{
- if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
+ i = wined3d_bit_scan(&map);
+ shader_addline(buffer, "TEMP T%u;\n", i);
}
}
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