(i == MESA_SHADER_FRAGMENT);
ctx->ShaderCompilerOptions[i].EmitNoIndirectTemp =
(i == MESA_SHADER_FRAGMENT);
+
+ if (intel->gen == 6)
+ ctx->ShaderCompilerOptions[i].EmitNoIfs = GL_TRUE;
}
ctx->Const.VertexProgram.MaxNativeInstructions = (16 * 1024);
GLboolean
brw_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
{
+ struct intel_context *intel = intel_context(ctx);
if (using_new_fs == -1)
using_new_fs = getenv("INTEL_NEW_FS") != NULL;
GL_TRUE, /* temp */
GL_TRUE /* uniform */
) || progress;
+ if (intel->gen == 6) {
+ progress = do_if_to_cond_assign(shader->ir) || progress;
+ }
} while (progress);
validate_ir_tree(shader->ir);