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authorBrian Paul <brianp@vmware.com>2009-03-20 17:08:30 -0600
committerBrian Paul <brianp@vmware.com>2009-03-20 17:15:21 -0600
commit12256fc2b2e0a54db24210a4b86f6fb5919d0fe8 (patch)
tree599f840d50eb86e86e8af5bbf7393b035c1db0c2 /src/glut/beos/glut_bwidth.c
parentc9caecaffaa6144668a2c732467b49872981b656 (diff)
mesa: linear scan register allocation for shader programs
This is a check-point commit; not turned on yet. Use the linear scan register allocation algorithm to re-allocate temporary registers. This is done by computing the live intervals for registers and reallocating temps with that information. For some shaders this dramatically reduces the number of temp registers needed. For the time being we give up on a few cases such as relative-indexed temps and subroutine calls (but we inline most GLSL functions anyway).
Diffstat (limited to 'src/glut/beos/glut_bwidth.c')
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