i965: re-enable gen6 IF statements in the fragment shader.

IF statements were getting flattened while they were broken.  With
Zhenyu's last fix for ENDIF's type, everything appears to have lined
up to actually work.

This regresses two tests:
glsl1-! (not) operator (1, fail)
glsl1-! (not) operator (1, pass)

but fixes tests that couldn't work before because the IFs couldn't be
flattened:
glsl-fs-discard-01
occlusion-query-discard

(and, naturally, this should be a performance improvement for apps
that actually use IF statements to avoid executing a bunch of code).
This commit is contained in:
Eric Anholt 2010-10-11 16:02:08 -07:00
parent 490c23ee6b
commit 9effc1adf1
2 changed files with 1 additions and 6 deletions

View file

@ -124,7 +124,7 @@ GLboolean brwCreateContext( int api,
(i == MESA_SHADER_FRAGMENT);
if (intel->gen == 6)
ctx->ShaderCompilerOptions[i].EmitNoIfs = GL_TRUE;
ctx->ShaderCompilerOptions[i].EmitNoIfs = (i == MESA_SHADER_VERTEX);
}
ctx->Const.VertexProgram.MaxNativeInstructions = (16 * 1024);

View file

@ -89,8 +89,6 @@ brw_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
GLboolean
brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
{
struct intel_context *intel = intel_context(ctx);
struct brw_shader *shader =
(struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (shader != NULL) {
@ -132,9 +130,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
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);