diff options
author | Eric Anholt <[email protected]> | 2012-05-04 13:08:46 -0700 |
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committer | Eric Anholt <[email protected]> | 2012-05-14 17:03:51 -0700 |
commit | 3de1395fa5a563c13774ac1c38722c16cecc521d (patch) | |
tree | b501f3cc408f359d9681ca349f0f06f9bfcd3620 /src/glsl/linker.cpp | |
parent | e21b9f1f19d2345026a7fbe095a776d0b64557ec (diff) |
glsl: Implement the GLSL 1.30+ discard control flow rule in GLSL IR.
Previously, I tried implementing this in the i965 driver, but did so
in a way that violated the intent of the spec, and broke Tropics.
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r-- | src/glsl/linker.cpp | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 6ba297237c7..bdab499f046 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -2296,6 +2296,17 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) prog->LinkStatus = true; } + /* Implement the GLSL 1.30+ rule for discard vs infinite loops Do + * it before optimization because we want most of the checks to get + * dropped thanks to constant propagation. + */ + if (max_version >= 130) { + struct gl_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT]; + if (sh) { + lower_discard_flow(sh->ir); + } + } + /* Do common optimization before assigning storage for attributes, * uniforms, and varyings. Later optimization could possibly make * some of that unused. |