glsl: use _slang_loop_contains_continue_or_break() to check for unrolling

The previous test failed for nested loops.
This commit is contained in:
Brian Paul 2009-06-23 10:57:59 -06:00
parent 4dafac2b2f
commit 38ddbc5588

View file

@ -2367,7 +2367,41 @@ _slang_loop_contains_continue(const slang_operation *oper)
{
GLuint i;
for (i = 0; i < oper->num_children; i++) {
if (_slang_loop_contains_continue(slang_oper_child((slang_operation *) oper, i)))
slang_operation *child =
slang_oper_child((slang_operation *) oper, i);
if (_slang_loop_contains_continue(child))
return GL_TRUE;
}
}
return GL_FALSE;
}
}
/**
* Check if a loop contains a 'continue' or 'break' statement.
* Stop looking if we find a nested loop.
*/
static GLboolean
_slang_loop_contains_continue_or_break(const slang_operation *oper)
{
switch (oper->type) {
case SLANG_OPER_CONTINUE:
case SLANG_OPER_BREAK:
return GL_TRUE;
case SLANG_OPER_FOR:
case SLANG_OPER_DO:
case SLANG_OPER_WHILE:
/* stop upon finding a nested loop */
return GL_FALSE;
default:
/* recurse */
{
GLuint i;
for (i = 0; i < oper->num_children; i++) {
slang_operation *child =
slang_oper_child((slang_operation *) oper, i);
if (_slang_loop_contains_continue_or_break(child))
return GL_TRUE;
}
}
@ -2799,11 +2833,8 @@ _slang_can_unroll_for_loop(slang_assemble_ctx * A, const slang_operation *oper)
assert(oper->num_children == 4);
if (_slang_find_node_type((slang_operation *) oper, SLANG_OPER_CONTINUE) ||
_slang_find_node_type((slang_operation *) oper, SLANG_OPER_BREAK)) {
/* dont't unroll loops containing continue/break statements */
if (_slang_loop_contains_continue_or_break(oper))
return GL_FALSE;
}
/* children[0] must be either "int i=constant" or "i=constant" */
if (oper->children[0].type == SLANG_OPER_BLOCK_NO_NEW_SCOPE) {