glsl2: Write vector constructor constants in a single assignment
Make two passes over the constructor parameters. Write all of the
constants in a single write, then write the non-constants one at a
time. This causes the fragment shader
varying float g;
void main()
{
gl_FragColor = vec4(0.0, g, 0.0, 1.0);
}
to generate
(function main
(signature void (parameters )
(
(declare (temporary ) vec4 vec_ctor@0x8580058)
(assign (constant bool (1)) (xzw) (var_ref vec_ctor@0x8580058) (constant vec4 (0.000000 0.000000 0.000000 1.000000)) )
(assign (constant bool (1)) (y) (var_ref vec_ctor@0x8580058) (swiz xxxx (var_ref g@0x8580218) ))
(assign (constant bool (1)) (xyzw) (var_ref gl_FragColor@0x84d32a0) (var_ref vec_ctor@0x8580058) )
))
)
instead of
(function main
(signature void (parameters )
(
(declare (temporary ) vec4 vec_ctor@0x8580058)
(assign (constant bool (1)) (x) (var_ref vec_ctor@0x8580058) (constant vec4 (0.000000 0.000000 0.000000 1.000000)) )
(assign (constant bool (1)) (y) (var_ref vec_ctor@0x8580058) (swiz xxxx (var_ref g@0x8580218) ))
(assign (constant bool (1)) (z) (var_ref vec_ctor@0x8580058) (constant vec4 (0.000000 0.000000 0.000000 1.000000)) )
(assign (constant bool (1)) (w) (var_ref vec_ctor@0x8580058) (constant vec4 (0.000000 0.000000 0.000000 1.000000)) )
(assign (constant bool (1)) (xyzw) (var_ref gl_FragColor@0x84d32a0) (var_ref vec_ctor@0x8580058) )
))
)
A similar optimization could be done for matrix constructors, but it
is a little more complicate there.