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authorTimothy Arceri <[email protected]>2017-09-04 13:11:49 +1000
committerTimothy Arceri <[email protected]>2017-10-10 10:05:37 +1100
commit646621c66da946aa06482e70d8cbc149756c477c (patch)
tree7d1251ce36d11af5d955d9fc187152284b54089c /include/D3D9/.editorconfig
parentd24e16fe1f63d8f666dd57cfddf8340d439b391a (diff)
glsl: make loop unrolling more like the nir unrolling path
The old code assumed that loop terminators will always be at the start of the loop, resulting in otherwise unrollable loops not being unrolled at all. For example the current code would unroll: int j = 0; do { if (j > 5) break; ... do stuff ... j++; } while (j < 4); But would fail to unroll the following as no iteration limit was calculated because it failed to find the terminator: int j = 0; do { ... do stuff ... j++; } while (j < 4); Also we would fail to unroll the following as we ended up calculating the iteration limit as 6 rather than 4. The unroll code then assumed we had 3 terminators rather the 2 as it wasn't able to determine that "if (j > 5)" was redundant. int j = 0; do { if (j > 5) break; ... do stuff ... if (bool(i)) break; j++; } while (j < 4); This patch changes this pass to be more like the NIR unrolling pass. With this change we handle loop terminators correctly and also handle cases where the terminators have instructions in their branches other than a break. V2: - fixed regression where loops with a break in else were never unrolled in v1. - fixed confusing/wrong naming of bools in complex unrolling. Reviewed-by: Nicolai Hähnle <[email protected]> Tested-by: Dieter Nützel <[email protected]>
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