glsl2: Perform initial bits of loop analysis during compilation

This commit is contained in:
Ian Romanick 2010-08-26 16:45:22 -07:00
parent bfe3fbb38e
commit 8df2dbf91d
2 changed files with 10 additions and 0 deletions

View file

@ -34,6 +34,7 @@ extern "C" {
#include "glsl_parser_extras.h"
#include "glsl_parser.h"
#include "ir_optimization.h"
#include "loop_analysis.h"
_mesa_glsl_parse_state::_mesa_glsl_parse_state(struct __GLcontextRec *ctx,
GLenum target, void *mem_ctx)
@ -739,6 +740,10 @@ do_common_optimization(exec_list *ir, bool linked)
progress = do_swizzle_swizzle(ir) || progress;
progress = do_noop_swizzle(ir) || progress;
loop_state *ls = analyze_loop_variables(ir);
progress = set_loop_controls(ir, ls) || progress;
delete ls;
return progress;
}

View file

@ -35,6 +35,7 @@
#include "ir_optimization.h"
#include "ir_print_visitor.h"
#include "program.h"
#include "loop_analysis.h"
extern "C" struct gl_shader *
_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type);
@ -174,6 +175,10 @@ compile_shader(struct gl_shader *shader)
progress = do_vec_index_to_swizzle(shader->ir) || progress;
progress = do_vec_index_to_cond_assign(shader->ir) || progress;
progress = do_swizzle_swizzle(shader->ir) || progress;
loop_state *ls = analyze_loop_variables(shader->ir);
set_loop_controls(shader->ir, ls);
delete ls;
} while (progress);
validate_ir_tree(shader->ir);