Stefan Dösinger : wined3d: Avoid NOP additions.
Alexandre Julliard
julliard at winehq.org
Thu Nov 8 07:07:35 CST 2007
Module: wine
Branch: master
Commit: 0183f3e305ae1e40a806682ec85e8b4507e4ddd8
URL: http://source.winehq.org/git/wine.git/?a=commit;h=0183f3e305ae1e40a806682ec85e8b4507e4ddd8
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Fri Nov 2 01:50:20 2007 +0100
wined3d: Avoid NOP additions.
---
dlls/wined3d/glsl_shader.c | 40 +++++++++++++++++++++++-----------------
1 files changed, 23 insertions(+), 17 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 9567a47..46f87aa 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -802,8 +802,15 @@ static void shader_glsl_get_register_name(
glsl_src_param_t rel_param;
shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
- sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str,
- ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
+ /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
+ * operation there
+ */
+ if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
+ sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str,
+ ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
+ } else {
+ sprintf(tmpStr, "IN[%s]", rel_param.param_str);
+ }
} else {
sprintf(tmpStr, "IN[%u]",
((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
@@ -832,9 +839,18 @@ static void shader_glsl_get_register_name(
if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
glsl_src_param_t rel_param;
shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
- sprintf(tmpStr, "%s[%s + %u]", prefix, rel_param.param_str, reg);
- } else
- sprintf(tmpStr, "%s[A0.x + %u]", prefix, reg);
+ if(reg) {
+ sprintf(tmpStr, "%s[%s + %u]", prefix, rel_param.param_str, reg);
+ } else {
+ sprintf(tmpStr, "%s[%s]", prefix, rel_param.param_str);
+ }
+ } else {
+ if(reg) {
+ sprintf(tmpStr, "%s[A0.x + %u]", prefix, reg);
+ } else {
+ sprintf(tmpStr, "%s[A0.x]", prefix);
+ }
+ }
} else
sprintf(tmpStr, "%s[%u]", prefix, reg);
@@ -1299,18 +1315,8 @@ void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
* shader versions WINED3DSIO_MOVA is used for this. */
if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 &&
!shader_is_pshader_version(shader->baseShader.hex_version) &&
- shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)) {
- /* This is a simple floor(). Msdn claims it is a round to nearest, but our test shows
- * that it is just a floor(). ATI docs confirm that, and the test succeeds on the
- * reference rasterizer too
- */
- size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
- if (mask_size > 1) {
- shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
- } else {
- shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
- }
- } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
+ shader_get_regtype(arg->dst) == WINED3DSPR_ADDR) ||
+ arg->opcode->opcode == WINED3DSIO_MOVA) {
/* We need to *round* to the nearest int here. */
size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
if (mask_size > 1) {
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