[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




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