wined3d: Store used pixel shader input registers as a bitmap (AFL).
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1856,11 +1856,11 @@ static BOOL glsl_is_color_reg_read(const struct wined3d_shader *shader, unsigned
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{
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const struct wined3d_shader_signature *input_signature = &shader->input_signature;
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const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
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const BOOL *input_reg_used = shader->u.ps.input_reg_used;
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DWORD input_reg_used = shader->u.ps.input_reg_used;
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unsigned int i;
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if (reg_maps->shader_version.major < 3)
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return input_reg_used[idx];
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return input_reg_used & (1u << idx);
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for (i = 0; i < input_signature->element_count; ++i)
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{
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@ -1871,12 +1871,7 @@ static BOOL glsl_is_color_reg_read(const struct wined3d_shader *shader, unsigned
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if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR)
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&& input->semantic_idx == idx)
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{
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if (input_reg_used[input->register_idx])
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return TRUE;
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else
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return FALSE;
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}
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return input_reg_used & (1u << input->register_idx);
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}
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return FALSE;
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}
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@ -709,21 +709,14 @@ static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct w
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case WINED3DSPR_INPUT:
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if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
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{
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/* If relative addressing is used, we must assume that all
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* registers are used. Even if it is a construct like v3[aL],
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* we can't assume that v0, v1 and v2 aren't read because aL
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* can be negative. */
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if (reg->idx[0].rel_addr)
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{
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/* If relative addressing is used, we must assume that all registers
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* are used. Even if it is a construct like v3[aL], we can't assume
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* that v0, v1 and v2 aren't read because aL can be negative */
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unsigned int i;
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for (i = 0; i < MAX_REG_INPUT; ++i)
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{
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shader->u.ps.input_reg_used[i] = TRUE;
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}
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}
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shader->u.ps.input_reg_used = ~0u;
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else
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{
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shader->u.ps.input_reg_used[reg->idx[0].offset] = TRUE;
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}
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shader->u.ps.input_reg_used |= 1u << reg->idx[0].offset;
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}
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else
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reg_maps->input_registers |= 1u << reg->idx[0].offset;
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@ -3493,7 +3486,7 @@ static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_d
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for (i = 0; i < MAX_REG_INPUT; ++i)
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{
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if (shader->u.ps.input_reg_used[i])
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if (shader->u.ps.input_reg_used & (1u << i))
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{
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++num_regs_used;
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highest_reg_used = i;
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@ -3526,7 +3519,7 @@ static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_d
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shader->u.ps.declared_in_count = 0;
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for (i = 0; i < MAX_REG_INPUT; ++i)
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{
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if (shader->u.ps.input_reg_used[i])
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if (shader->u.ps.input_reg_used & (1u << i))
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shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
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else shader->u.ps.input_reg_map[i] = ~0U;
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}
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@ -3572,7 +3572,7 @@ struct wined3d_pixel_shader
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{
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/* Pixel shader input semantics */
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DWORD input_reg_map[MAX_REG_INPUT];
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BOOL input_reg_used[MAX_REG_INPUT];
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DWORD input_reg_used; /* MAX_REG_INPUT, 32 */
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unsigned int declared_in_count;
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/* Some information about the shader behavior */
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