wined3d: Use wined3d_bit_scan() in context_apply_compute_state().
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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@ -3983,7 +3983,7 @@ void context_apply_compute_state(struct wined3d_context *context,
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{
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const struct StateEntry *state_table = context->state_table;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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unsigned int state_id, i, j;
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unsigned int state_id, i;
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context_load_shader_resources(context, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
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context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
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@ -3991,11 +3991,13 @@ void context_apply_compute_state(struct wined3d_context *context,
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for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context->dirty_compute_states); ++i)
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{
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for (j = 0; j < sizeof(*context->dirty_compute_states) * CHAR_BIT; ++j, ++state_id)
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unsigned int dirty_mask = context->dirty_compute_states[i];
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while (dirty_mask)
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{
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if (context->dirty_compute_states[i] & (1u << j))
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state_table[state_id].apply(context, state, state_id);
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unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask);
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state_table[current_state_id].apply(context, state, current_state_id);
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}
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state_id += sizeof(*context->dirty_compute_states) * CHAR_BIT;
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}
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memset(context->dirty_compute_states, 0, sizeof(*context->dirty_compute_states));
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