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authorPaul Berry <[email protected]>2011-08-11 20:58:21 -0700
committerPaul Berry <[email protected]>2011-09-23 13:28:43 -0700
commitc06e32596735074536b0e613cbddb1c5fd7b367a (patch)
treee062d9b19ebbab5dd27926260f67afb4bcb27390 /src/glsl/ir_optimization.h
parentcc81eb09b928389f926b3512c18b3298777d2928 (diff)
glsl: Implement a lowering pass for gl_ClipDistance.
In i965 GEN6+ (and I suspect most other hardware), gl_ClipDistance needs to be laid out as a pair of vec4's (the first containing clip distances 0-3, and the second containing clip distances 4-7). However, it is declared in GLSL as an array of 8 floats. This lowering pass acts at the GLSL level, modifying the declaration of gl_ClipDistance so that it is an array of vec4's rather than an array of floats, and renaming it to gl_ClipDistanceMESA. In addition, it modifies all accesses to the array so that they access the appropiate component of one of the vec4's. Since some hardware may not internally represent gl_ClipDistance as a pair of vec4's, this lowering pass is optional. To enable it, set the LowerClipDistance flag in gl_shader_compiler_options to true. Reviewed-by: Kenneth Graunke <[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 48448d4a16a..af80e26b9ff 100644
--- a/src/glsl/ir_optimization.h
+++ b/src/glsl/ir_optimization.h
@@ -69,6 +69,7 @@ bool lower_noise(exec_list *instructions);
bool lower_variable_index_to_cond_assign(exec_list *instructions,
bool lower_input, bool lower_output, bool lower_temp, bool lower_uniform);
bool lower_quadop_vector(exec_list *instructions, bool dont_lower_swz);
+bool lower_clip_distance(exec_list *instructions);
bool optimize_redundant_jumps(exec_list *instructions);
ir_rvalue *