bool do_lower_texture_projection(exec_list *instructions);
bool do_if_simplification(exec_list *instructions);
bool do_discard_simplification(exec_list *instructions);
-bool do_if_to_cond_assign(exec_list *instructions);
+bool lower_if_to_cond_assign(exec_list *instructions, unsigned max_depth = 0);
bool do_mat_op_to_vec(exec_list *instructions);
bool do_mod_to_fract(exec_list *instructions);
bool do_noop_swizzle(exec_list *instructions);
/**
* \file lower_if_to_cond_assign.cpp
*
- * This attempts to flatten all if statements to conditional
- * assignments for GPUs that don't do control flow.
+ * This attempts to flatten if-statements to conditional assignments for
+ * GPUs with limited or no flow control support.
*
* It can't handle other control flow being inside of its block, such
* as calls or loops. Hopefully loop unrolling and inlining will take
* care of those.
+ *
+ * Drivers for GPUs with no control flow support should simply call
+ *
+ * lower_if_to_cond_assign(instructions)
+ *
+ * to attempt to flatten all if-statements.
+ *
+ * Some GPUs (such as i965 prior to gen6) do support control flow, but have a
+ * maximum nesting depth N. Drivers for such hardware can call
+ *
+ * lower_if_to_cond_assign(instructions, N)
+ *
+ * to attempt to flatten any if-statements appearing at depth > N.
*/
#include "glsl_types.h"
class ir_if_to_cond_assign_visitor : public ir_hierarchical_visitor {
public:
- ir_if_to_cond_assign_visitor()
+ ir_if_to_cond_assign_visitor(unsigned max_depth)
{
this->progress = false;
+ this->max_depth = max_depth;
+ this->depth = 0;
}
+ ir_visitor_status visit_enter(ir_if *);
ir_visitor_status visit_leave(ir_if *);
bool progress;
+ unsigned max_depth;
+ unsigned depth;
};
bool
-do_if_to_cond_assign(exec_list *instructions)
+lower_if_to_cond_assign(exec_list *instructions, unsigned max_depth)
{
- ir_if_to_cond_assign_visitor v;
+ ir_if_to_cond_assign_visitor v(max_depth);
visit_list_elements(&v, instructions);
}
}
+ir_visitor_status
+ir_if_to_cond_assign_visitor::visit_enter(ir_if *ir)
+{
+ (void) ir;
+ this->depth++;
+ return visit_continue;
+}
+
ir_visitor_status
ir_if_to_cond_assign_visitor::visit_leave(ir_if *ir)
{
+ /* Only flatten when beyond the GPU's maximum supported nesting depth. */
+ if (this->depth <= this->max_depth)
+ return visit_continue;
+
+ this->depth--;
+
bool found_control_flow = false;
ir_variable *cond_var;
ir_assignment *assign;