[PATCH 3/5] wined3d: Remove some redundant pshader checks.
Henri Verbeet
hverbeet at codeweavers.com
Tue Jun 30 03:58:13 CDT 2009
---
dlls/wined3d/baseshader.c | 5 ++---
1 files changed, 2 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index a94c393..94dccc5 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -627,7 +627,6 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
/* Declare 1.X samplers implicitly, based on the destination reg. number */
if (shader_version.major == 1
- && pshader /* Filter different instructions with the same enum values in VS */
&& (ins.handler_idx == WINED3DSIH_TEX
|| ins.handler_idx == WINED3DSIH_TEXBEM
|| ins.handler_idx == WINED3DSIH_TEXBEML
@@ -657,11 +656,11 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
}
}
}
- else if (pshader && ins.handler_idx == WINED3DSIH_BEM)
+ else if (ins.handler_idx == WINED3DSIH_BEM)
{
reg_maps->bumpmat[dst_param.reg.idx] = TRUE;
}
- else if(pshader && ins.handler_idx == WINED3DSIH_MOV)
+ else if (ins.handler_idx == WINED3DSIH_MOV)
{
/* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
* COLOROUT 0. If we know this in advance, the ARB shader backend can skip
--
1.6.3.3
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