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authorEric Anholt <[email protected]>2010-07-19 10:21:58 -0700
committerEric Anholt <[email protected]>2010-07-19 10:47:08 -0700
commit95c08920ea3d040360e5cc51d8a852d21a0329ee (patch)
treeb199e096f3611df9971a4c0e8e09c2a97d62a029 /src/mesa/shader/ir_to_mesa.cpp
parent29ce44ad2b8d37ea54923f1d1856b44ef26903e5 (diff)
i915: Ask the compiler to flatten out all the if statements that it can.
Diffstat (limited to 'src/mesa/shader/ir_to_mesa.cpp')
-rw-r--r--src/mesa/shader/ir_to_mesa.cpp13
1 files changed, 12 insertions, 1 deletions
diff --git a/src/mesa/shader/ir_to_mesa.cpp b/src/mesa/shader/ir_to_mesa.cpp
index 84cfff40106..58320c92174 100644
--- a/src/mesa/shader/ir_to_mesa.cpp
+++ b/src/mesa/shader/ir_to_mesa.cpp
@@ -2026,8 +2026,10 @@ link_uniforms_to_shared_uniform_list(struct gl_uniform_list *uniforms,
}
struct gl_program *
-get_mesa_program(GLcontext *ctx, void *mem_ctx, struct gl_shader *shader)
+get_mesa_program(GLcontext *ctx, struct gl_shader_program *shader_program,
+ struct gl_shader *shader)
{
+ void *mem_ctx = shader_program;
ir_to_mesa_visitor v;
struct prog_instruction *mesa_instructions, *mesa_inst;
ir_instruction **mesa_instruction_annotation;
@@ -2112,6 +2114,13 @@ get_mesa_program(GLcontext *ctx, void *mem_ctx, struct gl_shader *shader)
mesa_inst->TexShadow = inst->tex_shadow;
mesa_instruction_annotation[i] = inst->ir;
+ if (ctx->Shader.EmitNoIfs && mesa_inst->Opcode == OPCODE_IF) {
+ shader_program->InfoLog =
+ talloc_asprintf_append(shader_program->InfoLog,
+ "Couldn't flatten if statement\n");
+ shader_program->LinkStatus = false;
+ }
+
if (mesa_inst->Opcode == OPCODE_BGNSUB)
inst->function->inst = i;
else if (mesa_inst->Opcode == OPCODE_CAL)
@@ -2206,6 +2215,8 @@ _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
progress = do_constant_variable_unlinked(shader->ir) || progress;
progress = do_constant_folding(shader->ir) || progress;
progress = do_if_return(shader->ir) || progress;
+ if (ctx->Shader.EmitNoIfs)
+ progress = do_if_to_cond_assign(shader->ir) || progress;
progress = do_vec_index_to_swizzle(shader->ir) || progress;
/* Do this one after the previous to let the easier pass handle