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Signed-off-by: Marek Olšák <maraeo@gmail.com>
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The loop emulation unrolls loops as may times as possbile while still
keeping the shader program below the maximum instruction limit. At this
point, there are no checks for constant conditionals. This is only enabled
for fragment shaders.
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No immediate benefit, it was just bugging me.
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Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
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instructions
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
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Note that control flow instruction support isn't actually fully functional yet.
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
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This replaces the old NQSSADCE code with the same functionality, but quite
different design. Instead of doing a single integerated pass, we now build
explicit data structures representing the dataflow.
This will enable analysis of flow control instruction, and could potentially
open an avenue for several dataflow based optimizations, such as peephole
optimization, fusing MUL+ADD to MAD, and so on.
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In particular, this removes the dependency on prog_instruction, which
unfortunately creates some code duplication, but also opens a path towards
adding some hardware-specific things in there.
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
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