Commit 1911adce authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Consolidate "color0_mov" handling a bit.

parent 02a0614a
......@@ -608,6 +608,8 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
fe->shader_read_dst_param(fe_data, &pToken, &dst_param, &dst_rel_addr);
shader_record_register_usage(This, reg_maps, &dst_param.reg, shader_version.type);
/* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
* is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
* shaders because TECRDOUT isn't used in them, but future register types might cause issues */
......@@ -615,14 +617,24 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
{
reg_maps->texcoord_mask[dst_param.reg.idx] |= dst_param.write_mask;
}
else
{
if(pshader && dst_param.reg.type == WINED3DSPR_COLOROUT && dst_param.reg.idx == 0)
if (pshader && dst_param.reg.type == WINED3DSPR_COLOROUT && dst_param.reg.idx == 0)
{
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
/* 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
* the mov and perform the sRGB write correction from the source register.
*
* However, if the mov is only partial, we can't do this, and if the write
* comes from an instruction other than MOV it is hard to do as well. If
* COLOROUT 0 is overwritten partially later, the marker is dropped again. */
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)This;
ps->color0_mov = FALSE;
if (ins.handler_idx == WINED3DSIH_MOV)
{
/* Used later when the source register is read. */
color0_mov = TRUE;
}
shader_record_register_usage(This, reg_maps, &dst_param.reg, shader_version.type);
}
/* Declare 1.X samplers implicitly, based on the destination reg. number */
......@@ -660,22 +672,6 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
{
reg_maps->bumpmat[dst_param.reg.idx] = TRUE;
}
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
* the mov and perform the sRGB write correction from the source register.
*
* However, if the mov is only partial, we can't do this, and if the write
* comes from an instruction other than MOV it is hard to do as well. If
* COLOROUT 0 is overwritten partially later, the marker is dropped again
*/
if(dst_param.reg.type == WINED3DSPR_COLOROUT && dst_param.reg.idx == 0)
{
/* Used later when the source register is read */
color0_mov = TRUE;
}
}
}
if (ins.handler_idx == WINED3DSIH_NRM)
......
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