st/mesa: do most of GLSL lowering outside of the optimization do-while loop
authorMarek Olšák <maraeo@gmail.com>
Thu, 31 Jan 2013 18:44:57 +0000 (19:44 +0100)
committerMarek Olšák <maraeo@gmail.com>
Wed, 6 Feb 2013 13:51:31 +0000 (14:51 +0100)
based on the intel driver

Reviewed-by: Brian Paul <brianp@vmware.com>
src/mesa/state_tracker/st_glsl_to_tgsi.cpp

index e46a4a8..3e9ff80 100644 (file)
@@ -5155,21 +5155,37 @@ st_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
       const struct gl_shader_compiler_options *options =
             &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(prog->_LinkedShaders[i]->Type)];
 
-      do {
-         unsigned what_to_lower = MOD_TO_FRACT | DIV_TO_MUL_RCP |
-            EXP_TO_EXP2 | LOG_TO_LOG2;
-         if (options->EmitNoPow)
-            what_to_lower |= POW_TO_EXP2;
-         if (!ctx->Const.NativeIntegers)
-            what_to_lower |= INT_DIV_TO_MUL_RCP;
-
-         progress = false;
+      /* If there are forms of indirect addressing that the driver
+       * cannot handle, perform the lowering pass.
+       */
+      if (options->EmitNoIndirectInput || options->EmitNoIndirectOutput ||
+          options->EmitNoIndirectTemp || options->EmitNoIndirectUniform) {
+         lower_variable_index_to_cond_assign(ir,
+                                             options->EmitNoIndirectInput,
+                                             options->EmitNoIndirectOutput,
+                                             options->EmitNoIndirectTemp,
+                                             options->EmitNoIndirectUniform);
+      }
 
-         /* Lowering */
-         do_mat_op_to_vec(ir);
-         lower_instructions(ir, what_to_lower);
+      do_mat_op_to_vec(ir);
+      lower_instructions(ir,
+                         MOD_TO_FRACT |
+                         DIV_TO_MUL_RCP |
+                         EXP_TO_EXP2 |
+                         LOG_TO_LOG2 |
+                         (options->EmitNoPow ? POW_TO_EXP2 : 0) |
+                         (!ctx->Const.NativeIntegers ? INT_DIV_TO_MUL_RCP : 0));
+
+      lower_ubo_reference(prog->_LinkedShaders[i], ir);
+      do_vec_index_to_cond_assign(ir);
+      lower_quadop_vector(ir, false);
+      lower_noise(ir);
+      if (options->MaxIfDepth == 0) {
+         lower_discard(ir);
+      }
 
-         lower_ubo_reference(prog->_LinkedShaders[i], ir);
+      do {
+         progress = false;
 
          progress = do_lower_jumps(ir, true, true, options->EmitNoMainReturn, options->EmitNoCont, options->EmitNoLoops) || progress;
 
@@ -5177,31 +5193,8 @@ st_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
                                           options->MaxUnrollIterations)
           || progress;
 
-         progress = lower_quadop_vector(ir, false) || progress;
-
-         if (options->MaxIfDepth == 0)
-            progress = lower_discard(ir) || progress;
-
          progress = lower_if_to_cond_assign(ir, options->MaxIfDepth) || progress;
 
-         if (options->EmitNoNoise)
-            progress = lower_noise(ir) || progress;
-
-         /* If there are forms of indirect addressing that the driver
-          * cannot handle, perform the lowering pass.
-          */
-         if (options->EmitNoIndirectInput || options->EmitNoIndirectOutput
-             || options->EmitNoIndirectTemp || options->EmitNoIndirectUniform)
-           progress =
-             lower_variable_index_to_cond_assign(ir,
-                                                options->EmitNoIndirectInput,
-                                                options->EmitNoIndirectOutput,
-                                                options->EmitNoIndirectTemp,
-                                                options->EmitNoIndirectUniform)
-             || progress;
-
-         progress = do_vec_index_to_cond_assign(ir) || progress;
-
       } while (progress);
 
       validate_ir_tree(ir);