[PATCH 1/6] wined3d: Use wined3d_bit_scan() in shader_glsl_load_constants_i().
Henri Verbeet
hverbeet at codeweavers.com
Fri Jan 28 08:47:19 CST 2022
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 7 +++----
1 file changed, 3 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index c812b2d8b08..1ebd067ae56 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1211,16 +1211,15 @@ static void shader_glsl_load_constants_f(const struct wined3d_shader *shader, co
/* Context activation is done by the caller. */
static void shader_glsl_load_constants_i(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
- const struct wined3d_ivec4 *constants, const GLint locations[WINED3D_MAX_CONSTS_I], WORD constants_set)
+ const struct wined3d_ivec4 *constants, const GLint locations[WINED3D_MAX_CONSTS_I], uint32_t constants_set)
{
unsigned int i;
struct list* ptr;
- for (i = 0; constants_set; constants_set >>= 1, ++i)
+ while (constants_set)
{
- if (!(constants_set & 1)) continue;
-
/* We found this uniform name in the program - go ahead and send the data */
+ i = wined3d_bit_scan(&constants_set);
GL_EXTCALL(glUniform4iv(locations[i], 1, &constants[i].x));
}
--
2.30.2
More information about the wine-devel
mailing list