bool do_if_simplification(exec_list *instructions);
bool opt_flatten_nested_if_blocks(exec_list *instructions);
bool do_discard_simplification(exec_list *instructions);
-bool lower_if_to_cond_assign(exec_list *instructions, unsigned max_depth = 0);
+bool lower_if_to_cond_assign(gl_shader_stage stage, exec_list *instructions,
+ unsigned max_depth = 0);
bool do_mat_op_to_vec(exec_list *instructions);
bool do_minmax_prune(exec_list *instructions);
bool do_noop_swizzle(exec_list *instructions);
class ir_if_to_cond_assign_visitor : public ir_hierarchical_visitor {
public:
- ir_if_to_cond_assign_visitor(unsigned max_depth)
+ ir_if_to_cond_assign_visitor(gl_shader_stage stage,
+ unsigned max_depth)
{
this->progress = false;
+ this->stage = stage;
this->max_depth = max_depth;
this->depth = 0;
bool found_unsupported_op;
bool progress;
+ gl_shader_stage stage;
unsigned max_depth;
unsigned depth;
} /* anonymous namespace */
bool
-lower_if_to_cond_assign(exec_list *instructions, unsigned max_depth)
+lower_if_to_cond_assign(gl_shader_stage stage, exec_list *instructions,
+ unsigned max_depth)
{
if (max_depth == UINT_MAX)
return false;
- ir_if_to_cond_assign_visitor v(max_depth);
+ ir_if_to_cond_assign_visitor v(stage, max_depth);
visit_list_elements(&v, instructions);
case ir_type_barrier:
v->found_unsupported_op = true;
break;
+
+ case ir_type_dereference_variable: {
+ ir_variable *var = ir->as_dereference_variable()->variable_referenced();
+
+ /* Lowering branches with TCS output accesses breaks many piglit tests,
+ * so don't touch them for now.
+ */
+ if (v->stage == MESA_SHADER_TESS_CTRL &&
+ var->data.mode == ir_var_shader_out)
+ v->found_unsupported_op = true;
+ break;
+ }
+
default:
break;
}
return do_if_simplification(ir);
} else if (sscanf(optimization, "lower_if_to_cond_assign ( %d ) ",
&int_0) == 1) {
- return lower_if_to_cond_assign(ir, int_0);
+ return lower_if_to_cond_assign(MESA_SHADER_VERTEX, ir, int_0);
} else if (strcmp(optimization, "do_mat_op_to_vec") == 0) {
return do_mat_op_to_vec(ir);
} else if (strcmp(optimization, "do_noop_swizzle") == 0) {
* if-statements need to be flattened.
*/
if (brw->gen < 6)
- lower_if_to_cond_assign(shader->ir, 16);
+ lower_if_to_cond_assign(shader->Stage, shader->ir, 16);
do_lower_texture_projection(shader->ir);
brw_lower_texture_gradients(brw, shader->ir);
if (options->MaxIfDepth == 0)
progress = lower_discard(ir) || progress;
- progress = lower_if_to_cond_assign(ir, options->MaxIfDepth) || progress;
+ progress = lower_if_to_cond_assign((gl_shader_stage)i, ir,
+ options->MaxIfDepth) || progress;
progress = lower_noise(ir) || progress;
ctx->Const.NativeIntegers)
|| progress;
- progress = lower_if_to_cond_assign(ir, options->MaxIfDepth) || progress;
+ progress = lower_if_to_cond_assign((gl_shader_stage)i, ir,
+ options->MaxIfDepth) || progress;
} while (progress);