#include "ast.h"
#include "ir_optimization.h"
-#include "ir_print_visitor.h"
#include "program.h"
#include "ir_reader.h"
#include "standalone_scaffolding.h"
}
static GLboolean
-do_optimization(struct exec_list *ir, const char *optimization)
+do_optimization(struct exec_list *ir, const char *optimization,
+ const struct gl_shader_compiler_options *options)
{
int int_0;
int int_1;
if (sscanf(optimization, "do_common_optimization ( %d , %d ) ",
&int_0, &int_1) == 2) {
- return do_common_optimization(ir, int_0 != 0, false, int_1);
+ return do_common_optimization(ir, int_0 != 0, false, int_1, options);
} else if (strcmp(optimization, "do_algebraic") == 0) {
return do_algebraic(ir);
} else if (strcmp(optimization, "do_constant_folding") == 0) {
return do_lower_texture_projection(ir);
} else if (strcmp(optimization, "do_if_simplification") == 0) {
return do_if_simplification(ir);
- } else if (strcmp(optimization, "do_discard_simplification") == 0) {
- return do_discard_simplification(ir);
} else if (sscanf(optimization, "lower_if_to_cond_assign ( %d ) ",
&int_0) == 1) {
return lower_if_to_cond_assign(ir, int_0);
static GLboolean
do_optimization_passes(struct exec_list *ir, char **optimizations,
- int num_optimizations, bool quiet)
+ int num_optimizations, bool quiet,
+ const struct gl_shader_compiler_options *options)
{
GLboolean overall_progress = false;
if (!quiet) {
printf("*** Running optimization %s...", optimization);
}
- GLboolean progress = do_optimization(ir, optimization);
+ GLboolean progress = do_optimization(ir, optimization, options);
if (!quiet) {
printf("%s\n", progress ? "progress" : "no progress");
}
struct gl_context local_ctx;
struct gl_context *ctx = &local_ctx;
- initialize_context_to_defaults(ctx, API_OPENGL);
+ initialize_context_to_defaults(ctx, API_OPENGL_COMPAT);
ctx->Driver.NewShader = _mesa_new_shader;
} else {
shader->Source = input.c_str();
const char *source = shader->Source;
- state->error = preprocess(state, &source, &state->info_log,
- state->extensions, ctx->API) != 0;
+ state->error = glcpp_preprocess(state, &source, &state->info_log,
+ state->extensions, ctx) != 0;
if (!state->error) {
_mesa_glsl_lexer_ctor(state, source);
/* Optimization passes */
if (!state->error) {
GLboolean progress;
+ const struct gl_shader_compiler_options *options =
+ &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader_type)];
do {
progress = do_optimization_passes(shader->ir, &argv[optind],
- argc - optind, quiet != 0);
+ argc - optind, quiet != 0, options);
} while (loop && progress);
}