LOWER_UNPACK_SNORM_4x8 = 0x0200,
LOWER_PACK_UNORM_4x8 = 0x0400,
- LOWER_UNPACK_UNORM_4x8 = 0x0800
+ LOWER_UNPACK_UNORM_4x8 = 0x0800,
+
+ LOWER_PACK_USE_BFI = 0x1000,
+ LOWER_PACK_USE_BFE = 0x2000,
};
bool do_common_optimization(exec_list *ir, bool linked,
bool do_copy_propagation(exec_list *instructions);
bool do_copy_propagation_elements(exec_list *instructions);
bool do_constant_propagation(exec_list *instructions);
-bool do_cse(exec_list *instructions);
void do_dead_builtin_varyings(struct gl_context *ctx,
gl_shader *producer, gl_shader *consumer,
unsigned num_tfeedback_decls,
bool lower_clip_distance(gl_shader *shader);
void lower_output_reads(unsigned stage, 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_shared_reference(struct gl_shader *shader, unsigned *shared_size);
+void lower_ubo_reference(struct gl_shader *shader);
void lower_packed_varyings(void *mem_ctx,
unsigned locations_used, ir_variable_mode mode,
unsigned gs_input_vertices, gl_shader *shader);
bool lower_vector_insert(exec_list *instructions, bool lower_nonconstant_index);
+bool lower_vector_derefs(gl_shader *shader);
void lower_named_interface_blocks(void *mem_ctx, gl_shader *shader);
bool optimize_redundant_jumps(exec_list *instructions);
bool optimize_split_arrays(exec_list *instructions, bool linked);