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2010-09-17glsl: add pass to lower variable array indexing to conditional assignmentsLuca Barbieri
Currenly GLSL happily generates indirect addressing of any kind of arrays. Unfortunately DirectX 9 GPUs are not guaranteed to support any of them in general. This pass fixes that by lowering such constructs to a binary search on the values, followed at the end by vectorized generation of equality masks, and 4 conditional assignments for each mask generation. Note that this requires the ir_binop_equal change so that we can emit SEQ to generate the boolean masks. Unfortunately, ir_structure_splitting is too dumb to turn the resulting constant array references to individual variables, so this will need to be added too before this pass can actually be effective for temps. Several patches in the glsl2-lower-variable-indexing were squashed into this commit. These patches fix bugs in Luca's original implementation, and the individual patches can be seen in that branch. This was done to aid bisecting in the future. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
2010-09-13glsl2: Add pass to remove redundant jumpsIan Romanick
2010-09-09glsl2: Add lowering pass to remove noise opcodesIan Romanick
2010-09-03glsl2: Add module to perform simple loop unrollingIan Romanick
2010-09-03glsl2: Add module to suss out loop control variables from loop analysis dataIan Romanick
This is the next step on the road to loop unrolling
2010-09-03glsl2: Add module to analyze variables used in loopsIan Romanick
This is the first step eventually leading to loop unrolling.
2010-06-24glsl2: Replace the GLSL compiler with the glsl2 project.Eric Anholt
2010-06-24glsl2: Move the compiler to the subdirectory it will live in in Mesa.Eric Anholt