glsl: Require that indices into uniform block arrays be constants
[mesa.git] / src / glsl / ir_optimization.h
index 3567835830705add717e28a6a4ab56aaea1afe36..ac90b875a60bd43c7e919ed947e2e141a330c731 100644 (file)
 #define MOD_TO_FRACT       0x20
 #define INT_DIV_TO_MUL_RCP 0x40
 
+/**
+ * \see class lower_packing_builtins_visitor
+ */
+enum lower_packing_builtins_op {
+   LOWER_PACK_UNPACK_NONE               = 0x0000,
+
+   LOWER_PACK_SNORM_2x16                = 0x0001,
+   LOWER_UNPACK_SNORM_2x16              = 0x0002,
+
+   LOWER_PACK_UNORM_2x16                = 0x0004,
+   LOWER_UNPACK_UNORM_2x16              = 0x0008,
+
+   LOWER_PACK_HALF_2x16                 = 0x0010,
+   LOWER_UNPACK_HALF_2x16               = 0x0020,
+
+   LOWER_PACK_HALF_2x16_TO_SPLIT        = 0x0040,
+   LOWER_UNPACK_HALF_2x16_TO_SPLIT      = 0x0080,
+};
+
 bool do_common_optimization(exec_list *ir, bool linked,
                            bool uniform_locations_assigned,
                            unsigned max_unroll_iterations);
@@ -66,13 +85,19 @@ bool do_tree_grafting(exec_list *instructions);
 bool do_vec_index_to_cond_assign(exec_list *instructions);
 bool do_vec_index_to_swizzle(exec_list *instructions);
 bool lower_discard(exec_list *instructions);
+void lower_discard_flow(exec_list *instructions);
 bool lower_instructions(exec_list *instructions, unsigned what_to_lower);
 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);
+bool lower_packing_builtins(exec_list *instructions, int op_mask);
+void lower_ubo_reference(struct gl_shader *shader, exec_list *instructions);
+void lower_packed_varyings(void *mem_ctx, unsigned location_base,
+                           unsigned locations_used, ir_variable_mode mode,
+                           gl_shader *shader);
 bool optimize_redundant_jumps(exec_list *instructions);
 bool optimize_split_arrays(exec_list *instructions, bool linked);