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
parent f5c8a2e2
......@@ -2061,8 +2061,7 @@ void Program::applyUniformnbv(Uniform *targetUniform, GLsizei count, int width,
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 @@ void Program::applyUniformnbv(Uniform *targetUniform, GLsizei count, int width,
}
}
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 @@ void Program::applyUniformnbv(Uniform *targetUniform, GLsizei count, int width,
}
}
if (targetUniform->ps.registerCount)
if (targetUniform->ps.float4Index >= 0)
{
if (targetUniform->ps.float4Index >= 0)
{
mDevice->SetPixelShaderConstantF(targetUniform->ps.float4Index, vector, targetUniform->ps.registerCount);
}
mDevice->SetPixelShaderConstantF(targetUniform->ps.float4Index, vector, targetUniform->ps.registerCount);
}
if (targetUniform->ps.boolIndex >= 0)
{
mDevice->SetPixelShaderConstantB(targetUniform->ps.boolIndex, boolVector, targetUniform->ps.registerCount);
}
if (targetUniform->ps.boolIndex >= 0)
{
mDevice->SetPixelShaderConstantB(targetUniform->ps.boolIndex, boolVector, targetUniform->ps.registerCount);
}
if (targetUniform->vs.registerCount)
if (targetUniform->vs.float4Index >= 0)
{
if (targetUniform->vs.float4Index >= 0)
{
mDevice->SetVertexShaderConstantF(targetUniform->vs.float4Index, vector, targetUniform->vs.registerCount);
}
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->vs.boolIndex >= 0)
{
mDevice->SetVertexShaderConstantB(targetUniform->vs.boolIndex, boolVector, targetUniform->vs.registerCount);
}
}
......
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