diff options
-rw-r--r-- | src/glsl/ir_optimization.h | 2 | ||||
-rw-r--r-- | src/glsl/linker.cpp | 5 | ||||
-rw-r--r-- | src/glsl/lower_clip_distance.cpp | 8 |
3 files changed, 10 insertions, 5 deletions
diff --git a/src/glsl/ir_optimization.h b/src/glsl/ir_optimization.h index 2220d511e96..628096e7cd2 100644 --- a/src/glsl/ir_optimization.h +++ b/src/glsl/ir_optimization.h @@ -72,7 +72,7 @@ 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 lower_clip_distance(gl_shader *shader); 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); diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 29fc5d841b9..802323e32f0 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -2568,8 +2568,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) if (!prog->LinkStatus) goto done; - if (ctx->ShaderCompilerOptions[i].LowerClipDistance) - lower_clip_distance(prog->_LinkedShaders[i]->ir); + if (ctx->ShaderCompilerOptions[i].LowerClipDistance) { + lower_clip_distance(prog->_LinkedShaders[i]); + } unsigned max_unroll = ctx->ShaderCompilerOptions[i].MaxUnrollIterations; diff --git a/src/glsl/lower_clip_distance.cpp b/src/glsl/lower_clip_distance.cpp index 0316914714f..09bdc36e169 100644 --- a/src/glsl/lower_clip_distance.cpp +++ b/src/glsl/lower_clip_distance.cpp @@ -45,6 +45,7 @@ * LowerClipDistance flag in gl_shader_compiler_options to true. */ +#include "glsl_symbol_table.h" #include "ir_hierarchical_visitor.h" #include "ir.h" @@ -334,11 +335,14 @@ lower_clip_distance_visitor::visit_leave(ir_call *ir) bool -lower_clip_distance(exec_list *instructions) +lower_clip_distance(gl_shader *shader) { lower_clip_distance_visitor v; - visit_list_elements(&v, instructions); + visit_list_elements(&v, shader->ir); + + if (v.new_clip_distance_var) + shader->symbols->add_variable(v.new_clip_distance_var); return v.progress; } |