Minor C++11 code cleanup

Used range-based for loop where it was trivial to do so.
This change should be noop in terms of functionality.

Change-Id: I3d692cc2706f35f5b710e7539fa084365cf28af1
Reviewed-on: https://swiftshader-review.googlesource.com/14628
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/Shader/VertexShader.cpp b/src/Shader/VertexShader.cpp
index 260ee4f..ebdfc97 100644
--- a/src/Shader/VertexShader.cpp
+++ b/src/Shader/VertexShader.cpp
@@ -233,9 +233,9 @@
 			output[Pos][2] = Semantic(Shader::USAGE_POSITION, 0);
 			output[Pos][3] = Semantic(Shader::USAGE_POSITION, 0);
 
-			for(unsigned int i = 0; i < instruction.size(); i++)
+			for(const auto &inst : instruction)
 			{
-				const DestinationParameter &dst = instruction[i]->dst;
+				const DestinationParameter &dst = inst->dst;
 
 				switch(dst.type)
 				{
@@ -285,15 +285,15 @@
 		}
 		else   // Shader Model 3.0 input declaration
 		{
-			for(unsigned int i = 0; i < instruction.size(); i++)
+			for(const auto &inst : instruction)
 			{
-				if(instruction[i]->opcode == Shader::OPCODE_DCL &&
-				   instruction[i]->dst.type == Shader::PARAMETER_OUTPUT)
+				if(inst->opcode == Shader::OPCODE_DCL &&
+				   inst->dst.type == Shader::PARAMETER_OUTPUT)
 				{
-					unsigned char usage = instruction[i]->usage;
-					unsigned char usageIndex = instruction[i]->usageIndex;
+					unsigned char usage = inst->usage;
+					unsigned char usageIndex = inst->usageIndex;
 
-					const DestinationParameter &dst = instruction[i]->dst;
+					const DestinationParameter &dst = inst->dst;
 
 					if(dst.x) output[dst.index][0] = Semantic(usage, usageIndex);
 					if(dst.y) output[dst.index][1] = Semantic(usage, usageIndex);
@@ -318,11 +318,12 @@
 	{
 		textureSampling = false;
 
-		for(unsigned int i = 0; i < instruction.size() && !textureSampling; i++)
+		for(const auto &inst : instruction)
 		{
-			if(instruction[i]->src[1].type == PARAMETER_SAMPLER)
+			if(inst->src[1].type == PARAMETER_SAMPLER)
 			{
 				textureSampling = true;
+				break;
 			}
 		}
 	}