wined3d: Avoid comparing shader compile args if the relevant shader isn't present.

This commit is contained in:
Henri Verbeet 2009-06-09 10:47:19 +02:00 committed by Alexandre Julliard
parent 0e1d18eaf5
commit a6dc31e442
1 changed files with 3 additions and 10 deletions

View File

@ -3958,15 +3958,9 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
if(use_vs) {
find_vs_compile_args((IWineD3DVertexShaderImpl*)This->stateBlock->vertexShader, This->stateBlock, &vs_compile_args);
} else {
/* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
memset(&vs_compile_args, 0, sizeof(vs_compile_args));
}
if(use_ps) {
find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &ps_compile_args);
} else {
/* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
memset(&ps_compile_args, 0, sizeof(ps_compile_args));
}
entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
if (entry) {
@ -4399,11 +4393,10 @@ static int glsl_program_key_compare(const void *key, const struct wine_rb_entry
if (k->pshader > prog->pshader) return 1;
else if (k->pshader < prog->pshader) return -1;
cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args));
if (cmp) return cmp;
if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args));
return cmp;
return 0;
}
static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)