int int_3;
int int_4;
- if (sscanf(optimization, "do_common_optimization ( %d , %d ) ",
- &int_0, &int_1) == 2) {
- return do_common_optimization(ir, int_0 != 0, false, int_1, options);
+ if (sscanf(optimization, "do_common_optimization ( %d ) ", &int_0) == 1) {
+ return do_common_optimization(ir, int_0 != 0, false, options, true);
} else if (strcmp(optimization, "do_algebraic") == 0) {
- return do_algebraic(ir);
+ return do_algebraic(ir, true, options);
} else if (strcmp(optimization, "do_constant_folding") == 0) {
return do_constant_folding(ir);
} else if (strcmp(optimization, "do_constant_variable") == 0) {
} else if (sscanf(optimization, "lower_variable_index_to_cond_assign "
"( %d , %d , %d , %d ) ", &int_0, &int_1, &int_2,
&int_3) == 4) {
- return lower_variable_index_to_cond_assign(ir, int_0 != 0, int_1 != 0,
+ return lower_variable_index_to_cond_assign(MESA_SHADER_VERTEX, ir,
+ int_0 != 0, int_1 != 0,
int_2 != 0, int_3 != 0);
} else if (sscanf(optimization, "lower_quadop_vector ( %d ) ",
&int_0) == 1) {
initialize_context_to_defaults(ctx, API_OPENGL_COMPAT);
ctx->Driver.NewShader = _mesa_new_shader;
+ ir_variable::temporaries_allocate_names = true;
struct gl_shader *shader = rzalloc(NULL, struct gl_shader);
shader->Type = shader_type;
/* Print out the initial IR */
if (!state->error && !quiet) {
printf("*** pre-optimization IR:\n");
- _mesa_print_ir(shader->ir, state);
+ _mesa_print_ir(stdout, shader->ir, state);
printf("\n--\n");
}
if (!state->error) {
GLboolean progress;
const struct gl_shader_compiler_options *options =
- &ctx->ShaderCompilerOptions[_mesa_shader_enum_to_shader_stage(shader_type)];
+ &ctx->Const.ShaderCompilerOptions[_mesa_shader_enum_to_shader_stage(shader_type)];
do {
progress = do_optimization_passes(shader->ir, &argv[optind],
argc - optind, quiet != 0, options);
if (!quiet) {
printf("*** resulting IR:\n");
}
- _mesa_print_ir(shader->ir, state);
+ _mesa_print_ir(stdout, shader->ir, state);
if (!quiet) {
printf("\n--\n");
}