Mesa (shader-work): glsl: TEMP: do array indexing lowering and structure split in main.cpp

2010-09-13 Thread Luca Barbieri
Module: Mesa
Branch: shader-work
Commit: 59bc1f08a2fa044dcd9042c5bf08d7dbe6ef72e4
URL:
http://cgit.freedesktop.org/mesa/mesa/commit/?id=59bc1f08a2fa044dcd9042c5bf08d7dbe6ef72e4

Author: Luca Barbieri 
Date:   Thu Sep  9 20:15:09 2010 +0200

glsl: TEMP: do array indexing lowering and structure split in main.cpp

The places that run optimization passes should be unified and refactored,
so that things need not be added everywhere.

Currently add this to main.cpp; OpenGL will need this too depending on
options.

---

 src/glsl/main.cpp |3 +++
 1 files changed, 3 insertions(+), 0 deletions(-)

diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp
index 94c14a5..bfa1b71 100644
--- a/src/glsl/main.cpp
+++ b/src/glsl/main.cpp
@@ -217,6 +217,9 @@ compile_shader(GLcontext *ctx, struct gl_shader *shader)
 progress = set_loop_controls(shader->ir, ls) || progress;
 progress = unroll_loops(shader->ir, ls, 32) || progress;
 delete ls;
+
+progress = do_array_index_to_cond_assign(shader->ir) || progress;
+progress = do_structure_splitting(shader->ir) || progress;
   } while (progress);
 
   validate_ir_tree(shader->ir);

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Mesa (shader-work): glsl: TEMP: do array indexing lowering and structure split in main.cpp

2010-09-13 Thread Luca Barbieri
Module: Mesa
Branch: shader-work
Commit: a04743b665b27472f8ec5fae7103daa3200dd9de
URL:
http://cgit.freedesktop.org/mesa/mesa/commit/?id=a04743b665b27472f8ec5fae7103daa3200dd9de

Author: Luca Barbieri 
Date:   Thu Sep  9 20:15:09 2010 +0200

glsl: TEMP: do array indexing lowering and structure split in main.cpp

The places that run optimization passes should be unified and refactored,
so that things need not be added everywhere.

Currently add this to main.cpp; OpenGL will need this too depending on
options.

---

 src/glsl/main.cpp |3 +++
 1 files changed, 3 insertions(+), 0 deletions(-)

diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp
index bc82966..dddc181 100644
--- a/src/glsl/main.cpp
+++ b/src/glsl/main.cpp
@@ -219,6 +219,9 @@ compile_shader(GLcontext *ctx, struct gl_shader *shader)
 progress = set_loop_controls(shader->ir, ls) || progress;
 progress = unroll_loops(shader->ir, ls, 32) || progress;
 delete ls;
+
+progress = do_array_index_to_cond_assign(shader->ir) || progress;
+progress = do_structure_splitting(shader->ir) || progress;
   } while (progress);
 
   validate_ir_tree(shader->ir);

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Mesa (shader-work): glsl: TEMP: do array indexing lowering and structure split in main.cpp

2010-09-13 Thread Luca Barbieri
Module: Mesa
Branch: shader-work
Commit: a4090401ed0bdf20f98986114b3884e014f8b2ec
URL:
http://cgit.freedesktop.org/mesa/mesa/commit/?id=a4090401ed0bdf20f98986114b3884e014f8b2ec

Author: Luca Barbieri 
Date:   Thu Sep  9 20:15:09 2010 +0200

glsl: TEMP: do array indexing lowering and structure split in main.cpp

The places that run optimization passes should be unified and refactored,
so that things need not be added everywhere.

Currently add this to main.cpp; OpenGL will need this too depending on
options.

---

 src/glsl/main.cpp |3 +++
 1 files changed, 3 insertions(+), 0 deletions(-)

diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp
index bc82966..dddc181 100644
--- a/src/glsl/main.cpp
+++ b/src/glsl/main.cpp
@@ -219,6 +219,9 @@ compile_shader(GLcontext *ctx, struct gl_shader *shader)
 progress = set_loop_controls(shader->ir, ls) || progress;
 progress = unroll_loops(shader->ir, ls, 32) || progress;
 delete ls;
+
+progress = do_array_index_to_cond_assign(shader->ir) || progress;
+progress = do_structure_splitting(shader->ir) || progress;
   } while (progress);
 
   validate_ir_tree(shader->ir);

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Mesa (shader-work): glsl: TEMP: do array indexing lowering and structure split in main.cpp

2010-09-09 Thread Luca Barbieri
Module: Mesa
Branch: shader-work
Commit: c9a86ab2ca9c2be64790451a8e8ec37d2afbc6f9
URL:
http://cgit.freedesktop.org/mesa/mesa/commit/?id=c9a86ab2ca9c2be64790451a8e8ec37d2afbc6f9

Author: Luca Barbieri 
Date:   Thu Sep  9 20:15:09 2010 +0200

glsl: TEMP: do array indexing lowering and structure split in main.cpp

The places that run optimization passes should be unified and refactored,
so that things need not be added everywhere.

Currently add this to main.cpp; OpenGL will need this too depending on
options.

---

 src/glsl/main.cpp |3 +++
 1 files changed, 3 insertions(+), 0 deletions(-)

diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp
index bc82966..dddc181 100644
--- a/src/glsl/main.cpp
+++ b/src/glsl/main.cpp
@@ -219,6 +219,9 @@ compile_shader(GLcontext *ctx, struct gl_shader *shader)
 progress = set_loop_controls(shader->ir, ls) || progress;
 progress = unroll_loops(shader->ir, ls, 32) || progress;
 delete ls;
+
+progress = do_array_index_to_cond_assign(shader->ir) || progress;
+progress = do_structure_splitting(shader->ir) || progress;
   } while (progress);
 
   validate_ir_tree(shader->ir);

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