[PATCH 3/5] wined3d: Use wined3d_bit_scan() in context_apply_compute_state().
Józef Kucia
jkucia at codeweavers.com
Tue Feb 6 04:40:04 CST 2018
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/context.c | 10 ++++++----
1 file changed, 6 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 81a0f4fcd1b0..ccfe630e1f25 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -3983,7 +3983,7 @@ void context_apply_compute_state(struct wined3d_context *context,
{
const struct StateEntry *state_table = context->state_table;
const struct wined3d_gl_info *gl_info = context->gl_info;
- unsigned int state_id, i, j;
+ unsigned int state_id, i;
context_load_shader_resources(context, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
@@ -3991,11 +3991,13 @@ void context_apply_compute_state(struct wined3d_context *context,
for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context->dirty_compute_states); ++i)
{
- for (j = 0; j < sizeof(*context->dirty_compute_states) * CHAR_BIT; ++j, ++state_id)
+ unsigned int dirty_mask = context->dirty_compute_states[i];
+ while (dirty_mask)
{
- if (context->dirty_compute_states[i] & (1u << j))
- state_table[state_id].apply(context, state, state_id);
+ unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask);
+ state_table[current_state_id].apply(context, state, current_state_id);
}
+ state_id += sizeof(*context->dirty_compute_states) * CHAR_BIT;
}
memset(context->dirty_compute_states, 0, sizeof(*context->dirty_compute_states));
--
2.13.6
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