wined3d: Drop the color0 mov optimization if the src is overwritten.
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@ -632,9 +632,12 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
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reg_maps->texcoord_mask[dst_param.reg.idx] |= dst_param.write_mask;
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reg_maps->texcoord_mask[dst_param.reg.idx] |= dst_param.write_mask;
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}
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}
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if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL
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if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
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&& dst_param.reg.type == WINED3DSPR_COLOROUT && dst_param.reg.idx == 0)
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{
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{
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IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)This;
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if(dst_param.reg.type == WINED3DSPR_COLOROUT && dst_param.reg.idx == 0)
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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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/* 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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* COLOROUT 0. If we know this in advance, the ARB shader backend can skip
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* the mov and perform the sRGB write correction from the source register.
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* the mov and perform the sRGB write correction from the source register.
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@ -642,13 +645,20 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
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* However, if the mov is only partial, we can't do this, and if the write
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* However, if the mov is only partial, we can't do this, and if the write
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* comes from an instruction other than MOV it is hard to do as well. If
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* comes from an instruction other than MOV it is hard to do as well. If
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* COLOROUT 0 is overwritten partially later, the marker is dropped again. */
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* COLOROUT 0 is overwritten partially later, the marker is dropped again. */
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IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)This;
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ps->color0_mov = FALSE;
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ps->color0_mov = FALSE;
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if (ins.handler_idx == WINED3DSIH_MOV)
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if (ins.handler_idx == WINED3DSIH_MOV)
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{
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/* Used later when the source register is read. */
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color0_mov = TRUE;
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}
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}
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/* Also drop the MOV marker if the source register is overwritten prior to the shader
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* end
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*/
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else if(dst_param.reg.type == WINED3DSPR_TEMP && dst_param.reg.idx == ps->color0_reg)
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{
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{
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/* Used later when the source register is read. */
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ps->color0_mov = FALSE;
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color0_mov = TRUE;
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}
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}
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}
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}
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