wined3d: Avoid NOP additions.
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c7c785861a
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0183f3e305
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@ -802,8 +802,15 @@ static void shader_glsl_get_register_name(
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glsl_src_param_t rel_param;
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shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
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sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str,
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((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
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/* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
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* operation there
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*/
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if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
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sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str,
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((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
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} else {
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sprintf(tmpStr, "IN[%s]", rel_param.param_str);
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}
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} else {
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sprintf(tmpStr, "IN[%u]",
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((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
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@ -832,9 +839,18 @@ static void shader_glsl_get_register_name(
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if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
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glsl_src_param_t rel_param;
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shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
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sprintf(tmpStr, "%s[%s + %u]", prefix, rel_param.param_str, reg);
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} else
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sprintf(tmpStr, "%s[A0.x + %u]", prefix, reg);
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if(reg) {
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sprintf(tmpStr, "%s[%s + %u]", prefix, rel_param.param_str, reg);
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} else {
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sprintf(tmpStr, "%s[%s]", prefix, rel_param.param_str);
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}
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} else {
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if(reg) {
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sprintf(tmpStr, "%s[A0.x + %u]", prefix, reg);
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} else {
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sprintf(tmpStr, "%s[A0.x]", prefix);
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}
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}
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} else
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sprintf(tmpStr, "%s[%u]", prefix, reg);
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@ -1299,18 +1315,8 @@ void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
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* shader versions WINED3DSIO_MOVA is used for this. */
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if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 &&
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!shader_is_pshader_version(shader->baseShader.hex_version) &&
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shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)) {
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/* This is a simple floor(). Msdn claims it is a round to nearest, but our test shows
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* that it is just a floor(). ATI docs confirm that, and the test succeeds on the
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* reference rasterizer too
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*/
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size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
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if (mask_size > 1) {
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shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
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} else {
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shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
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}
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} else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
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shader_get_regtype(arg->dst) == WINED3DSPR_ADDR) ||
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arg->opcode->opcode == WINED3DSIO_MOVA) {
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/* We need to *round* to the nearest int here. */
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size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
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if (mask_size > 1) {
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