Removed redundant registerCount > 0 checks. The register indices now indicate presence.
TRAC #20948
Issue=337
Signed-off-by: Daniel Koch
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/trunk@1138 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Program.cpp b/src/libGLESv2/Program.cpp
index b81c3cb..25edc50 100644
--- a/src/libGLESv2/Program.cpp
+++ b/src/libGLESv2/Program.cpp
@@ -2061,8 +2061,7 @@
float vector[D3D9_MAX_FLOAT_CONSTANTS * 4];
BOOL boolVector[D3D9_MAX_BOOL_CONSTANTS];
- if (targetUniform->ps.registerCount && targetUniform->ps.float4Index >= 0 ||
- targetUniform->vs.registerCount && targetUniform->vs.float4Index >= 0)
+ if (targetUniform->ps.float4Index >= 0 || targetUniform->vs.float4Index >= 0)
{
ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
for (int i = 0; i < count; i++)
@@ -2081,8 +2080,7 @@
}
}
- if (targetUniform->ps.registerCount && targetUniform->ps.boolIndex >= 0 ||
- targetUniform->vs.registerCount && targetUniform->vs.boolIndex >= 0)
+ if (targetUniform->ps.boolIndex >= 0 || targetUniform->vs.boolIndex >= 0)
{
int psCount = targetUniform->ps.boolIndex >= 0 ? targetUniform->ps.registerCount : 0;
int vsCount = targetUniform->vs.boolIndex >= 0 ? targetUniform->vs.registerCount : 0;
@@ -2094,30 +2092,24 @@
}
}
- if (targetUniform->ps.registerCount)
+ if (targetUniform->ps.float4Index >= 0)
{
- if (targetUniform->ps.float4Index >= 0)
- {
- mDevice->SetPixelShaderConstantF(targetUniform->ps.float4Index, vector, targetUniform->ps.registerCount);
- }
-
- if (targetUniform->ps.boolIndex >= 0)
- {
- mDevice->SetPixelShaderConstantB(targetUniform->ps.boolIndex, boolVector, targetUniform->ps.registerCount);
- }
+ mDevice->SetPixelShaderConstantF(targetUniform->ps.float4Index, vector, targetUniform->ps.registerCount);
}
-
- if (targetUniform->vs.registerCount)
- {
- if (targetUniform->vs.float4Index >= 0)
- {
- mDevice->SetVertexShaderConstantF(targetUniform->vs.float4Index, vector, targetUniform->vs.registerCount);
- }
- if (targetUniform->vs.boolIndex >= 0)
- {
- mDevice->SetVertexShaderConstantB(targetUniform->vs.boolIndex, boolVector, targetUniform->vs.registerCount);
- }
+ if (targetUniform->ps.boolIndex >= 0)
+ {
+ mDevice->SetPixelShaderConstantB(targetUniform->ps.boolIndex, boolVector, targetUniform->ps.registerCount);
+ }
+
+ if (targetUniform->vs.float4Index >= 0)
+ {
+ mDevice->SetVertexShaderConstantF(targetUniform->vs.float4Index, vector, targetUniform->vs.registerCount);
+ }
+
+ if (targetUniform->vs.boolIndex >= 0)
+ {
+ mDevice->SetVertexShaderConstantB(targetUniform->vs.boolIndex, boolVector, targetUniform->vs.registerCount);
}
}