wined3d: Use bit fields instead of BOOL arrays.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2016-05-19 11:11:44 +02:00 committed by Alexandre Julliard
parent e62763972e
commit 57788849fd
1 changed files with 47 additions and 51 deletions

View File

@ -6378,22 +6378,17 @@ static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
{
unsigned int stage;
struct wined3d_string_buffer buffer;
BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
BOOL constant_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
UINT lowest_disabled_stage;
const char *textype;
const char *instr;
char colorcor_dst[8];
GLuint ret;
DWORD arg0, arg1, arg2;
BYTE tex_read = 0, bump_used = 0, luminance_used = 0, constant_used = 0;
BOOL tempreg_used = FALSE, tfactor_used = FALSE;
BOOL op_equal;
BOOL custom_linear_fog = FALSE;
unsigned int stage, lowest_disabled_stage;
struct wined3d_string_buffer buffer;
struct color_fixup_masks masks;
BOOL custom_linear_fog = FALSE;
const char *textype, *instr;
DWORD arg0, arg1, arg2;
char colorcor_dst[8];
BOOL op_equal;
GLuint ret;
if (!string_buffer_init(&buffer))
{
@ -6407,7 +6402,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
{
shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW);
shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH);
tex_read[0] = TRUE;
tex_read |= 1;
}
/* Find out which textures are read */
@ -6415,56 +6410,58 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
{
if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
break;
arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
if (arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if (arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if (arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
tex_read[stage] = TRUE;
if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
tex_read[stage] = TRUE;
if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
{
bump_used[stage] = TRUE;
tex_read[stage] = TRUE;
}
if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
{
bump_used[stage] = TRUE;
tex_read[stage] = TRUE;
luminance_used[stage] = TRUE;
}
else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
{
tfactor_used = TRUE;
}
if (settings->op[stage].dst == tempreg) tempreg_used = TRUE;
if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
tex_read |= 1u << stage;
if (settings->op[stage].dst == tempreg)
tempreg_used = TRUE;
if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
tempreg_used = TRUE;
if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
tfactor_used = TRUE;
if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
constant_used[stage] = TRUE;
constant_used |= 1u << stage;
switch (settings->op[stage].cop)
{
case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
luminance_used |= 1u << stage;
/* fall through */
case WINED3D_TOP_BUMPENVMAP:
bump_used |= 1u << stage;
/* fall through */
case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
tex_read |= 1u << stage;
break;
case WINED3D_TOP_BLEND_FACTOR_ALPHA:
tfactor_used = TRUE;
break;
default:
break;
}
if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
continue;
arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
if (arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if (arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if (arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
tex_read |= 1u << stage;
if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
tempreg_used = TRUE;
if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
tfactor_used = TRUE;
if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
constant_used[stage] = TRUE;
constant_used |= 1u << stage;
}
lowest_disabled_stage = stage;
@ -6494,25 +6491,24 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
shader_addline(&buffer, "TEMP arg2;\n");
for (stage = 0; stage < MAX_TEXTURES; ++stage)
{
if (constant_used[stage])
if (constant_used & (1u << stage))
shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage));
if (!tex_read[stage])
if (!(tex_read & (1u << stage)))
continue;
shader_addline(&buffer, "TEMP tex%u;\n", stage);
if (!bump_used[stage])
if (!(bump_used & (1u << stage)))
continue;
shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
if (!luminance_used[stage])
if (!(luminance_used & (1u << stage)))
continue;
shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
}
if(tfactor_used) {
if (tfactor_used)
shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
}
shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
if (settings->sRGB_write)
@ -6534,7 +6530,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
/* Generate texture sampling instructions */
for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
{
if (!tex_read[stage])
if (!(tex_read & (1u << stage)))
continue;
textype = arbfp_texture_target(settings->op[stage].tex_type);