wined3d: Avoid a redundant copy.

This commit is contained in:
Henri Verbeet 2009-06-24 10:54:17 +02:00 committed by Alexandre Julliard
parent fd8ebebe56
commit aec6d319fa
1 changed files with 17 additions and 20 deletions

View File

@ -4359,7 +4359,8 @@ static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
}
}
static inline void get_int_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx, int *ret)
static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
IWineD3DBaseShaderImpl *This, UINT idx, struct loop_control *loop_control)
{
BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
WORD flag = (1 << idx);
@ -4375,18 +4376,18 @@ static inline void get_int_const(const struct wined3d_shader_instruction *ins, I
{
if (constant->idx == idx)
{
ret[0] = constant->value[0];
ret[1] = constant->value[1];
/* Step / stride is signed */
ret[2] = (int) constant->value[2];
loop_control->count = constant->value[0];
loop_control->start = constant->value[1];
/* Step is signed. */
loop_control->step = (int)constant->value[2];
return;
}
}
/* If this happens the flag was set incorrectly */
ERR("Local constant not found\n");
ret[0] = 0;
ret[1] = 0;
ret[2] = 0;
loop_control->count = 0;
loop_control->start = 0;
loop_control->step = 0;
return;
}
else
@ -4394,16 +4395,16 @@ static inline void get_int_const(const struct wined3d_shader_instruction *ins, I
if(vshader)
{
/* Count and aL start value are unsigned */
ret[0] = priv->cur_vs_args->loop_ctrl[idx][0];
ret[1] = priv->cur_vs_args->loop_ctrl[idx][1];
/* The step/stride is signed */
ret[2] = ((char) priv->cur_vs_args->loop_ctrl[idx][2]);
loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
/* Step is signed. */
loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
}
else
{
ret[0] = priv->cur_ps_args->loop_ctrl[idx][0];
ret[1] = priv->cur_ps_args->loop_ctrl[idx][1];
ret[2] = ((char) priv->cur_ps_args->loop_ctrl[idx][2]);
loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
}
return;
}
@ -4524,14 +4525,10 @@ static void shader_arb_handle_instruction(const struct wined3d_shader_instructio
if(!priv->recording)
{
int control_values[3];
get_int_const(ins, This, ins->src[0].reg.idx, control_values);
list_init(&priv->record);
priv->recording = TRUE;
control_frame->outer_loop = TRUE;
control_frame->loop_control.count = control_values[0];
control_frame->loop_control.start = control_values[1];
control_frame->loop_control.step = control_values[2];
get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
return; /* Instruction is handled */
}
/* Record this loop in the outer loop's recording */