else if (qual->flags.q.uniform)
var->mode = ir_var_uniform;
+ if (state->all_invariant && (state->current_function == NULL)) {
+ switch (state->target) {
+ case vertex_shader:
+ if (var->mode == ir_var_out)
+ var->invariant = true;
+ break;
+ case geometry_shader:
+ if ((var->mode == ir_var_in) || (var->mode == ir_var_out))
+ var->invariant = true;
+ break;
+ case fragment_shader:
+ if (var->mode == ir_var_in)
+ var->invariant = true;
+ break;
+ }
+ }
+
if (qual->flags.q.flat)
var->interpolation = ir_var_flat;
else if (qual->flags.q.noperspective)
BEGIN PP;
return PRAGMA_OPTIMIZE_OFF;
}
+^{SPC}#{SPC}pragma{SPCP}STDGL{SPCP}invariant{SPC}\({SPC}all{SPC}\) {
+ BEGIN PP;
+ return PRAGMA_INVARIANT_ALL;
+ }
^{SPC}#{SPC}pragma{SPCP} { BEGIN PRAGMA; }
<PRAGMA>\n { BEGIN 0; yylineno++; yycolumn = 0; }
%token VERSION EXTENSION LINE COLON EOL INTERFACE OUTPUT
%token PRAGMA_DEBUG_ON PRAGMA_DEBUG_OFF
%token PRAGMA_OPTIMIZE_ON PRAGMA_OPTIMIZE_OFF
+%token PRAGMA_INVARIANT_ALL
%token LAYOUT_TOK
/* Reserved words that are not actually used in the grammar.
| PRAGMA_DEBUG_OFF EOL
| PRAGMA_OPTIMIZE_ON EOL
| PRAGMA_OPTIMIZE_OFF EOL
+ | PRAGMA_INVARIANT_ALL EOL
+ {
+ if (state->language_version < 120) {
+ _mesa_glsl_warning(& @1, state,
+ "pragma `invariant(all)' not supported in "
+ "GLSL%s %d.%02d",
+ state->es_shader ? " ES" : "",
+ state->language_version / 100,
+ state->language_version % 100);
+ } else {
+ state->all_invariant = true;
+ }
+ }
;
extension_statement_list:
/** Was there an error during compilation? */
bool error;
+ /**
+ * Are all shader inputs / outputs invariant?
+ *
+ * This is set when the 'STDGL invariant(all)' pragma is used.
+ */
+ bool all_invariant;
+
/** Loop or switch statement containing the current instructions. */
class ir_instruction *loop_or_switch_nesting;
class ast_iteration_statement *loop_or_switch_nesting_ast;