#include "hash_table.h"
#include "shader_api.h"
#include "linker.h"
+#include "ir_optimization.h"
/**
* Visitor that determines whether or not a variable is ever written.
}
/* FINISHME: Perform whole-program optimization here. */
+ for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
+ /* Optimization passes */
+ bool progress;
+ exec_list *ir = prog->_LinkedShaders[i]->ir;
+
+ /* Lowering */
+ do_mat_op_to_vec(ir);
+ do_mod_to_fract(ir);
+ do_div_to_mul_rcp(ir);
+
+ do {
+ progress = false;
+
+ progress = do_function_inlining(ir) || progress;
+ progress = do_if_simplification(ir) || progress;
+ progress = do_copy_propagation(ir) || progress;
+ progress = do_dead_code_local(ir) || progress;
+#if 0
+ progress = do_dead_code_unlinked(state, ir) || progress;
+#endif
+ progress = do_constant_variable_unlinked(ir) || progress;
+ progress = do_constant_folding(ir) || progress;
+ progress = do_if_return(ir) || progress;
+#if 0
+ if (ctx->Shader.EmitNoIfs)
+ progress = do_if_to_cond_assign(ir) || progress;
+#endif
+
+ progress = do_vec_index_to_swizzle(ir) || progress;
+ /* Do this one after the previous to let the easier pass handle
+ * constant vector indexing.
+ */
+ progress = do_vec_index_to_cond_assign(ir) || progress;
+
+ progress = do_swizzle_swizzle(ir) || progress;
+ } while (progress);
+ }
assign_uniform_locations(prog);