wined3d: Always declare single constants in ARB if rel addr is not used.

This is needed to raise the number of advertised constants to the GL
limit.  The ARB assembler ususally does not optimize away unused
constants, so we have to do this.
This commit is contained in:
Stefan Dösinger 2009-05-07 17:32:59 +02:00 committed by Alexandre Julliard
parent f9276a6429
commit 4daa3e5320
1 changed files with 10 additions and 6 deletions

View File

@ -385,13 +385,16 @@ static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const sh
* local constants do not declare the loaded constants as an array because ARB compilers usually
* do not optimize unused constants away
*/
if(!lconst_map || list_empty(&This->baseShader.constantsF)) {
if(This->baseShader.reg_maps.usesrelconstF) {
/* Need to PARAM the environment parameters (constants) so we can use relative addressing */
shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
max_constantsF, max_constantsF - 1);
} else {
for(i = 0; i < max_constantsF; i++) {
if(!shader_constant_is_local(This, i)) {
DWORD idx, mask;
idx = i >> 5;
mask = 1 << (i & 0x1f);
if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
}
}
@ -513,7 +516,7 @@ static void shader_arb_get_register_name(IWineD3DBaseShader *iface, WINED3DSHADE
}
else
{
if (This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF))
if (This->baseShader.reg_maps.usesrelconstF)
sprintf(register_name, "C[%u]", register_idx);
else
sprintf(register_name, "C%u", register_idx);
@ -1442,13 +1445,14 @@ static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
DWORD reg = ins->dst[0].reg.idx;
DWORD reg3 = ins->src[1].reg.idx;
SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
SHADER_BUFFER *buffer = ins->ctx->buffer;
char dst_str[8];
char src0_name[50];
char src1_name[50];
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[0], 0, src0_name);
pshader_gen_input_modifier_line(ins->ctx->shader, buffer, &ins->src[1], 1, src1_name);
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
/* Calculate reflection vector.
@ -1459,12 +1463,12 @@ static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
*
* Which normalizes the normal vector
*/
shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
shader_addline(buffer, "DP3 TMP.w, TMP, %s;\n", src1_name);
shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -%s;\n", src1_name);
/* Sample the texture using the calculated coordinates */
sprintf(dst_str, "T%u", reg);