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glsl: Propagate invariant/precise after lowering const arrays.
author
Kenneth Graunke
<kenneth@whitecape.org>
Wed, 22 Jun 2016 00:42:59 +0000
(17:42 -0700)
committer
Kenneth Graunke
<kenneth@whitecape.org>
Thu, 23 Jun 2016 18:58:50 +0000
(11:58 -0700)
The new uniform may need precise as well.
Fixes copy propagation of constant array uniforms in Tomb Raider shaders.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
src/compiler/glsl/linker.cpp
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diff --git
a/src/compiler/glsl/linker.cpp
b/src/compiler/glsl/linker.cpp
index c7cf56eaa0b3cfde22a0d1a51b746fb947760619..3bcb907f9b1a9d419f2e8aec035ca16b257587a7 100644
(file)
--- a/
src/compiler/glsl/linker.cpp
+++ b/
src/compiler/glsl/linker.cpp
@@
-4760,6
+4760,7
@@
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
;
lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir);
+ propagate_invariance(prog->_LinkedShaders[i]->ir);
}
/* Validation for special cases where we allow sampler array indexing