glsl_to_tgsi: improve assignment hack

Fixes StarCraft 2 and Fallout 3 in Wine.
This commit is contained in:
Henri Verbeet 2011-08-09 12:23:47 -05:00 committed by Bryan Cain
parent 32faaea743
commit e6c64800cc
1 changed files with 5 additions and 3 deletions

View File

@ -1994,15 +1994,17 @@ glsl_to_tgsi_visitor::visit(ir_assignment *ir)
} else if (ir->rhs->as_expression() &&
this->instructions.get_tail() &&
ir->rhs == ((glsl_to_tgsi_instruction *)this->instructions.get_tail())->ir &&
type_size(ir->lhs->type) == 1) {
type_size(ir->lhs->type) == 1 &&
l.writemask == ((glsl_to_tgsi_instruction *)this->instructions.get_tail())->dst.writemask) {
/* To avoid emitting an extra MOV when assigning an expression to a
* variable, emit the last instruction of the expression again, but
* replace the destination register with the target of the assignment.
* Dead code elimination will remove the original instruction.
*/
glsl_to_tgsi_instruction *inst;
glsl_to_tgsi_instruction *inst, *new_inst;
inst = (glsl_to_tgsi_instruction *)this->instructions.get_tail();
emit(ir, inst->op, l, inst->src[0], inst->src[1], inst->src[2]);
new_inst = emit(ir, inst->op, l, inst->src[0], inst->src[1], inst->src[2]);
new_inst->saturate = inst->saturate;
} else {
for (i = 0; i < type_size(ir->lhs->type); i++) {
emit(ir, TGSI_OPCODE_MOV, l, r);