/* Do some optimization at compile time to reduce shader IR size
* and reduce later work if the same shader is linked multiple times
*/
- while (do_common_optimization(shader->ir, false, false, 32, options))
+ while (do_common_optimization(shader->ir, false, false, 32, options,
+ ctx->Const.NativeIntegers))
;
validate_ir_tree(shader->ir);
do_common_optimization(exec_list *ir, bool linked,
bool uniform_locations_assigned,
unsigned max_unroll_iterations,
- const struct gl_shader_compiler_options *options)
+ const struct gl_shader_compiler_options *options,
+ bool native_integers)
{
GLboolean progress = GL_FALSE;
bool do_common_optimization(exec_list *ir, bool linked,
bool uniform_locations_assigned,
unsigned max_unroll_iterations,
- const struct gl_shader_compiler_options *options);
+ const struct gl_shader_compiler_options *options,
+ bool native_integers);
bool do_algebraic(exec_list *instructions);
bool do_constant_folding(exec_list *instructions);
unsigned max_unroll = ctx->ShaderCompilerOptions[i].MaxUnrollIterations;
- while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, max_unroll, &ctx->ShaderCompilerOptions[i]))
+ while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
+ max_unroll, &ctx->ShaderCompilerOptions[i],
+ ctx->Const.NativeIntegers))
;
}
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);
+ return do_common_optimization(ir, int_0 != 0, false, int_1, options, true);
} else if (strcmp(optimization, "do_algebraic") == 0) {
return do_algebraic(ir);
} else if (strcmp(optimization, "do_constant_folding") == 0) {
) || progress;
progress = do_common_optimization(shader->base.ir, true, true, 32,
- &ctx->ShaderCompilerOptions[stage])
+ &ctx->ShaderCompilerOptions[stage],
+ ctx->Const.NativeIntegers)
|| progress;
} while (progress);
const struct gl_shader_compiler_options *options =
&ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
- while (do_common_optimization(p.shader->ir, false, false, 32, options))
+ while (do_common_optimization(p.shader->ir, false, false, 32, options,
+ ctx->Const.NativeIntegers))
;
reparent_ir(p.shader->ir, p.shader->ir);
progress = do_common_optimization(ir, true, true,
options->MaxUnrollIterations,
- options)
+ options, ctx->Const.NativeIntegers)
|| progress;
progress = lower_quadop_vector(ir, true) || progress;
progress = do_lower_jumps(ir, true, true, options->EmitNoMainReturn, options->EmitNoCont, options->EmitNoLoops) || progress;
progress = do_common_optimization(ir, true, true,
- options->MaxUnrollIterations, options)
+ options->MaxUnrollIterations,
+ options,
+ ctx->Const.NativeIntegers)
|| progress;
progress = lower_if_to_cond_assign(ir, options->MaxIfDepth) || progress;