Let min/max pre-solve for 2+ constants, even if there are non-constants

This commit is contained in:
Randy Heit 2016-02-23 16:37:52 -06:00
parent 1ffb7ad109
commit 1f09341d2b

View file

@ -2065,7 +2065,6 @@ FxMinMax::FxMinMax(TArray<FxExpression*> &expr, int type, const FScriptPosition
FxExpression *FxMinMax::Resolve(FCompileContext &ctx)
{
unsigned int i;
bool isconst;
int intcount, floatcount;
CHECKRESOLVED();
@ -2113,64 +2112,76 @@ FxExpression *FxMinMax::Resolve(FCompileContext &ctx)
ValueType = VAL_Int;
}
// Determine if every argument is constant
isconst = true;
// If at least two arguments are constants, they can be solved now.
// Look for first constant
for (i = 0; i < choices.Size(); ++i)
{
if (!choices[i]->isConstant())
if (choices[i]->isConstant())
{
isconst = false;
ExpVal best = static_cast<FxConstant *>(choices[i])->GetValue();
// Compare against remaining constants, which are removed.
// The best value gets stored in this one.
for (unsigned j = i + 1; j < choices.Size(); )
{
if (!choices[j]->isConstant())
{
j++;
}
else
{
ExpVal value = static_cast<FxConstant *>(choices[j])->GetValue();
assert(value.Type == ValueType.Type);
if (Type == TK_Min)
{
if (value.Type == VAL_Float)
{
if (value.Float < best.Float)
{
best.Float = value.Float;
}
}
else
{
if (value.Int < best.Int)
{
best.Int = value.Int;
}
}
}
else
{
if (value.Type == VAL_Float)
{
if (value.Float > best.Float)
{
best.Float = value.Float;
}
}
else
{
if (value.Int > best.Int)
{
best.Int = value.Int;
}
}
}
delete choices[j];
choices[j] = NULL;
choices.Delete(j);
}
}
FxExpression *x = new FxConstant(best, ScriptPosition);
if (i == 0 && choices.Size() == 1)
{ // Every choice was constant
delete this;
return x;
}
delete choices[i];
choices[i] = x;
break;
}
}
// If every argument is constant, we can decide this now.
if (isconst)
{
ExpVal best = static_cast<FxConstant *>(choices[0])->GetValue();
for (i = 1; i < choices.Size(); ++i)
{
ExpVal value = static_cast<FxConstant *>(choices[i])->GetValue();
assert(value.Type == ValueType.Type);
if (Type == TK_Min)
{
if (value.Type == VAL_Float)
{
if (value.Float < best.Float)
{
best.Float = value.Float;
}
}
else
{
if (value.Int < best.Int)
{
best.Int = value.Int;
}
}
}
else
{
if (value.Type == VAL_Float)
{
if (value.Float > best.Float)
{
best.Float = value.Float;
}
}
else
{
if (value.Int > best.Int)
{
best.Int = value.Int;
}
}
}
}
FxExpression *x = new FxConstant(best, ScriptPosition);
delete this;
return x;
}
return this;
}