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authorEric Anholt <[email protected]>2012-07-11 08:26:31 -0700
committerEric Anholt <[email protected]>2012-08-07 13:54:47 -0700
commita75f2681d26aecad185895c1c2f13dd542281ff9 (patch)
tree6a40388d3c542c2b6c8a313b6e492366aa16c24c /src/glsl/ir_optimization.h
parent8c2a9838355cfd02356bf7b22eead408d909fe25 (diff)
glsl: Add a lowering pass to turn complicated UBO references to vector loads.
v2: Reduce the impenetrable code in emit_ubo_loads() by 23 lines by keeping the ir_variable as the variable part of the offset from handle_rvalue(), and track the constant offsets from that with a plain old integer value, avoiding a bunch of temporary variables in the array and struct handling. Also, fix file description doxygen. v3: Fix a row vs col typo, and fix spelling in a comment. Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/glsl/ir_optimization.h')
-rw-r--r--src/glsl/ir_optimization.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/glsl/ir_optimization.h b/src/glsl/ir_optimization.h
index c435d771726..2220d511e96 100644
--- a/src/glsl/ir_optimization.h
+++ b/src/glsl/ir_optimization.h
@@ -74,6 +74,7 @@ bool lower_variable_index_to_cond_assign(exec_list *instructions,
bool lower_quadop_vector(exec_list *instructions, bool dont_lower_swz);
bool lower_clip_distance(exec_list *instructions);
void lower_output_reads(exec_list *instructions);
+void lower_ubo_reference(struct gl_shader *shader, exec_list *instructions);
bool optimize_redundant_jumps(exec_list *instructions);
bool optimize_split_arrays(exec_list *instructions, bool linked);