From 0183f3e305ae1e40a806682ec85e8b4507e4ddd8 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Stefan=20D=C3=B6singer?= Date: Fri, 2 Nov 2007 01:50:20 +0100 Subject: [PATCH] wined3d: Avoid NOP additions. --- dlls/wined3d/glsl_shader.c | 40 ++++++++++++++++++++++---------------- 1 file changed, 23 insertions(+), 17 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 9567a472592..46f87aafd78 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -802,8 +802,15 @@ static void shader_glsl_get_register_name( glsl_src_param_t rel_param; shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param); - sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, - ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]); + /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP + * operation there + */ + if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) { + sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, + ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]); + } else { + sprintf(tmpStr, "IN[%s]", rel_param.param_str); + } } else { sprintf(tmpStr, "IN[%u]", ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]); @@ -832,9 +839,18 @@ static void shader_glsl_get_register_name( if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) { glsl_src_param_t rel_param; shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param); - sprintf(tmpStr, "%s[%s + %u]", prefix, rel_param.param_str, reg); - } else - sprintf(tmpStr, "%s[A0.x + %u]", prefix, reg); + if(reg) { + sprintf(tmpStr, "%s[%s + %u]", prefix, rel_param.param_str, reg); + } else { + sprintf(tmpStr, "%s[%s]", prefix, rel_param.param_str); + } + } else { + if(reg) { + sprintf(tmpStr, "%s[A0.x + %u]", prefix, reg); + } else { + sprintf(tmpStr, "%s[A0.x]", prefix); + } + } } else sprintf(tmpStr, "%s[%u]", prefix, reg); @@ -1299,18 +1315,8 @@ void shader_glsl_mov(SHADER_OPCODE_ARG* arg) { * shader versions WINED3DSIO_MOVA is used for this. */ if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 && !shader_is_pshader_version(shader->baseShader.hex_version) && - shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)) { - /* This is a simple floor(). Msdn claims it is a round to nearest, but our test shows - * that it is just a floor(). ATI docs confirm that, and the test succeeds on the - * reference rasterizer too - */ - size_t mask_size = shader_glsl_get_write_mask_size(write_mask); - if (mask_size > 1) { - shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str); - } else { - shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str); - } - } else if(arg->opcode->opcode == WINED3DSIO_MOVA) { + shader_get_regtype(arg->dst) == WINED3DSPR_ADDR) || + arg->opcode->opcode == WINED3DSIO_MOVA) { /* We need to *round* to the nearest int here. */ size_t mask_size = shader_glsl_get_write_mask_size(write_mask); if (mask_size > 1) {