d3d8: Use wined3d_bit_scan() instead of open-coding it.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2280,8 +2280,7 @@ static void d3d8_device_upload_sysmem_vertex_buffers(struct d3d8_device *device,
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map = device->sysmem_vb;
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map = device->sysmem_vb;
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while (map)
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while (map)
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{
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{
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i = ffs(map) - 1;
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i = wined3d_bit_scan(&map);
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map ^= 1u << i;
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if (FAILED(hr = wined3d_device_get_stream_source(device->wined3d_device, i, &dst_buffer, &offset, &stride)))
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if (FAILED(hr = wined3d_device_get_stream_source(device->wined3d_device, i, &dst_buffer, &offset, &stride)))
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ERR("Failed to get stream source.\n");
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ERR("Failed to get stream source.\n");
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@ -2618,8 +2617,7 @@ static HRESULT WINAPI d3d8_device_ProcessVertices(IDirect3DDevice8 *iface, UINT
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map = device->sysmem_vb;
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map = device->sysmem_vb;
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while (map)
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while (map)
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{
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{
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i = ffs(map) - 1;
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i = wined3d_bit_scan(&map);
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map ^= 1u << i;
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if (FAILED(wined3d_device_get_stream_source(device->wined3d_device,
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if (FAILED(wined3d_device_get_stream_source(device->wined3d_device,
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i, &wined3d_buffer, &offset, &stride)))
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i, &wined3d_buffer, &offset, &stride)))
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@ -2636,8 +2634,7 @@ static HRESULT WINAPI d3d8_device_ProcessVertices(IDirect3DDevice8 *iface, UINT
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map = device->sysmem_vb;
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map = device->sysmem_vb;
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while (map)
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while (map)
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{
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{
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i = ffs(map) - 1;
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i = wined3d_bit_scan(&map);
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map ^= 1u << i;
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if (FAILED(wined3d_device_get_stream_source(device->wined3d_device,
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if (FAILED(wined3d_device_get_stream_source(device->wined3d_device,
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i, &wined3d_buffer, &offset, &stride)))
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i, &wined3d_buffer, &offset, &stride)))
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