wined3d: Use wined3d_bit_scan() in shader_generate_glsl_declarations().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2168,7 +2168,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context_gl *c
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const struct wined3d_shader_lconst *lconst;
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const char *prefix;
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unsigned int i;
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DWORD map;
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uint32_t map;
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if (wined3d_settings.strict_shader_math)
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shader_addline(buffer, "#pragma optionNV(fastmath off)\n");
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@ -2176,9 +2176,11 @@ static void shader_generate_glsl_declarations(const struct wined3d_context_gl *c
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prefix = shader_glsl_get_prefix(version->type);
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/* Prototype the subroutines */
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for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
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map = reg_maps->labels;
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while (map)
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{
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if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
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i = wined3d_bit_scan(&map);
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shader_addline(buffer, "void subroutine%u();\n", i);
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}
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if (version->type != WINED3D_SHADER_TYPE_PIXEL && version->type != WINED3D_SHADER_TYPE_COMPUTE)
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@ -2500,9 +2502,11 @@ static void shader_generate_glsl_declarations(const struct wined3d_context_gl *c
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}
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/* Declare address variables */
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for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
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map = reg_maps->address;
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while (map)
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{
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if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
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i = wined3d_bit_scan(&map);
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shader_addline(buffer, "ivec4 A%u;\n", i);
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}
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/* Declare output register temporaries */
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@ -2517,10 +2521,11 @@ static void shader_generate_glsl_declarations(const struct wined3d_context_gl *c
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}
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else if (version->major < 4)
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{
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for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
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map = reg_maps->temporary;
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while (map)
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{
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if (map & 1)
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shader_addline(buffer, "vec4 R%u;\n", i);
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i = wined3d_bit_scan(&map);
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shader_addline(buffer, "vec4 R%u;\n", i);
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}
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}
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