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authorEric Anholt <[email protected]>2010-10-11 16:02:08 -0700
committerEric Anholt <[email protected]>2010-11-10 13:33:27 -0800
commit9effc1adf1e7ba57fb3b10909762b76c1ae12f61 (patch)
tree1b161d688145ffcbcb6f7adf2ce3e858f2610127 /src/mesa/drivers/dri
parent490c23ee6be2e8531b5a14d42f808de83d401130 (diff)
i965: re-enable gen6 IF statements in the fragment shader.
IF statements were getting flattened while they were broken. With Zhenyu's last fix for ENDIF's type, everything appears to have lined up to actually work. This regresses two tests: glsl1-! (not) operator (1, fail) glsl1-! (not) operator (1, pass) but fixes tests that couldn't work before because the IFs couldn't be flattened: glsl-fs-discard-01 occlusion-query-discard (and, naturally, this should be a performance improvement for apps that actually use IF statements to avoid executing a bunch of code).
Diffstat (limited to 'src/mesa/drivers/dri')
-rw-r--r--src/mesa/drivers/dri/i965/brw_context.c2
-rw-r--r--src/mesa/drivers/dri/i965/brw_fs.cpp5
2 files changed, 1 insertions, 6 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_context.c b/src/mesa/drivers/dri/i965/brw_context.c
index 3c4ae8a7a4f..cb0a8b96c9c 100644
--- a/src/mesa/drivers/dri/i965/brw_context.c
+++ b/src/mesa/drivers/dri/i965/brw_context.c
@@ -124,7 +124,7 @@ GLboolean brwCreateContext( int api,
(i == MESA_SHADER_FRAGMENT);
if (intel->gen == 6)
- ctx->ShaderCompilerOptions[i].EmitNoIfs = GL_TRUE;
+ ctx->ShaderCompilerOptions[i].EmitNoIfs = (i == MESA_SHADER_VERTEX);
}
ctx->Const.VertexProgram.MaxNativeInstructions = (16 * 1024);
diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp
index 3caddae4a10..283d5aad496 100644
--- a/src/mesa/drivers/dri/i965/brw_fs.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs.cpp
@@ -89,8 +89,6 @@ brw_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
GLboolean
brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
{
- struct intel_context *intel = intel_context(ctx);
-
struct brw_shader *shader =
(struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (shader != NULL) {
@@ -132,9 +130,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
GL_TRUE, /* temp */
GL_TRUE /* uniform */
) || progress;
- if (intel->gen == 6) {
- progress = do_if_to_cond_assign(shader->ir) || progress;
- }
} while (progress);
validate_ir_tree(shader->ir);