From: Tapani Pälli Date: Tue, 9 Jun 2015 10:33:39 +0000 (+0300) Subject: mesa/glsl: new compiler option EmitNoIndirectSampler X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=e4512e1581cf90f56d13cfa6a809832ef3517283;p=mesa.git mesa/glsl: new compiler option EmitNoIndirectSampler Patch provides new compiler option for backend to force unroll loops that have non-constant expression indexing on sampler arrays. This makes sure that we can never end up with a shader that uses loop induction variable as sampler array index but does not unroll because of having too much instructions. This would not work without dynamic indexing support. v2: change option name as EmitNoIndirectSampler Signed-off-by: Tapani Pälli Reviewed-by: Francisco Jerez Cc: "10.5" and "10.6" --- diff --git a/src/glsl/loop_unroll.cpp b/src/glsl/loop_unroll.cpp index 635e1dd99cd..7a00fb8fea8 100644 --- a/src/glsl/loop_unroll.cpp +++ b/src/glsl/loop_unroll.cpp @@ -100,6 +100,18 @@ public: virtual ir_visitor_status visit_enter(ir_dereference_array *ir) { + /* Force unroll in case of dynamic indexing with sampler arrays + * when EmitNoIndirectSampler is set. + */ + if (options->EmitNoIndirectSampler) { + if ((ir->array->type->is_array() && + ir->array->type->contains_sampler()) && + !ir->array_index->constant_expression_value()) { + unsupported_variable_indexing = true; + return visit_continue; + } + } + /* Check for arrays variably-indexed by a loop induction variable. * Unrolling the loop may convert that access into constant-indexing. * diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h index 983b9dc307b..7b55677de30 100644 --- a/src/mesa/main/mtypes.h +++ b/src/mesa/main/mtypes.h @@ -2881,6 +2881,7 @@ struct gl_shader_compiler_options GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */ GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */ GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */ + GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */ /*@}*/ GLuint MaxIfDepth; /**< Maximum nested IF blocks */