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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