Mesa (shader-work): glsl: TEMP: do array indexing lowering and structure split in main.cpp
Luca Barbieri
lb at kemper.freedesktop.org
Tue Sep 14 01:36:20 UTC 2010
Module: Mesa
Branch: shader-work
Commit: a4090401ed0bdf20f98986114b3884e014f8b2ec
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=a4090401ed0bdf20f98986114b3884e014f8b2ec
Author: Luca Barbieri <luca at luca-barbieri.com>
Date: Thu Sep 9 20:15:09 2010 +0200
glsl: TEMP: do array indexing lowering and structure split in main.cpp
The places that run optimization passes should be unified and refactored,
so that things need not be added everywhere.
Currently add this to main.cpp; OpenGL will need this too depending on
options.
---
src/glsl/main.cpp | 3 +++
1 files changed, 3 insertions(+), 0 deletions(-)
diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp
index bc82966..dddc181 100644
--- a/src/glsl/main.cpp
+++ b/src/glsl/main.cpp
@@ -219,6 +219,9 @@ compile_shader(GLcontext *ctx, struct gl_shader *shader)
progress = set_loop_controls(shader->ir, ls) || progress;
progress = unroll_loops(shader->ir, ls, 32) || progress;
delete ls;
+
+ progress = do_array_index_to_cond_assign(shader->ir) || progress;
+ progress = do_structure_splitting(shader->ir) || progress;
} while (progress);
validate_ir_tree(shader->ir);
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