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glsl2: Do algebraic optimizations after linking as well.
author
Eric Anholt
<eric@anholt.net>
Sat, 31 Jul 2010 22:47:35 +0000
(15:47 -0700)
committer
Eric Anholt
<eric@anholt.net>
Sat, 31 Jul 2010 22:52:24 +0000
(15:52 -0700)
Linking brings in inlining of builtins, so we weren't catching the
(rcp(/sqrt(x)) -> rsq(x)) without it.
src/glsl/linker.cpp
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diff --git
a/src/glsl/linker.cpp
b/src/glsl/linker.cpp
index 9b47e4788fcde7934ed096e43c88be11cb3f6eec..9d53197fddae878e0654e7c3fb3a111a67174466 100644
(file)
--- a/
src/glsl/linker.cpp
+++ b/
src/glsl/linker.cpp
@@
-1289,6
+1289,7
@@
link_shaders(struct gl_shader_program *prog)
progress = do_tree_grafting(ir) || progress;
progress = do_constant_variable_unlinked(ir) || progress;
progress = do_constant_folding(ir) || progress;
+ progress = do_algebraic(ir) || progress;
progress = do_if_return(ir) || progress;
#if 0
if (ctx->Shader.EmitNoIfs)