wined3d: Remove some redundant pshader checks.
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592361be38
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03702e1de3
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@ -627,7 +627,6 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
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/* Declare 1.X samplers implicitly, based on the destination reg. number */
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if (shader_version.major == 1
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&& pshader /* Filter different instructions with the same enum values in VS */
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&& (ins.handler_idx == WINED3DSIH_TEX
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|| ins.handler_idx == WINED3DSIH_TEXBEM
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|| ins.handler_idx == WINED3DSIH_TEXBEML
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@ -657,11 +656,11 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
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}
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}
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}
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else if (pshader && ins.handler_idx == WINED3DSIH_BEM)
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else if (ins.handler_idx == WINED3DSIH_BEM)
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{
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reg_maps->bumpmat[dst_param.reg.idx] = TRUE;
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}
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else if(pshader && ins.handler_idx == WINED3DSIH_MOV)
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else if (ins.handler_idx == WINED3DSIH_MOV)
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{
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/* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
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* COLOROUT 0. If we know this in advance, the ARB shader backend can skip
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