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author | Ian Romanick <[email protected]> | 2016-09-15 11:24:12 -0700 |
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committer | Ian Romanick <[email protected]> | 2016-11-10 14:30:49 -0800 |
commit | d0028b2e1c43392bb476416a1af2097ab17afe7c (patch) | |
tree | 4af63744b7cc3969782386d6a39a3dc42f22e16c /src/compiler/glsl/main.cpp | |
parent | 4dc759c8c236e725ff7bbd439e19eada12bf390f (diff) |
glsl/standalone: Enable par-linking
If the user did not request full linking, link the shader with the
built-in functions, inline them, and eliminate them. Previous to this
you'd see all these calls to "dot" and "max" in the output. This
prevented a lot of expected optimizations and cluttered the output.
This gives it some chance of being useful.
v2: Rebase on top of Ken's "built-ins now" work.
v3: Don't do_common_optimizations if par-linking fails. Update expected
output of warnings tests to prevent 'make check' regressions.
v4: Optimize harder. Most important, do function inlining. Otherwise
it's quite impractical for one function in a file to call another
function in the same file.
v5: Add some code simplifications and an assertion suggested by Iago.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Diffstat (limited to 'src/compiler/glsl/main.cpp')
0 files changed, 0 insertions, 0 deletions