On 16.04.2018 23:02, Marek Olšák wrote:
From: Marek Olšák <marek.ol...@amd.com>
Cc: 18.0 <mesa-sta...@lists.freedesktop.org>
Would be nice to have an indication of what this fixes. Apart from that
it looks reasonable.
Reviewed-by: Nicolai Hähnle <nicolai.haeh...@amd.com>
---
src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 5 +++++
1 file changed, 5 insertions(+)
diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
index 01a58d7d2c6..b321112cf88 100644
--- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
@@ -7117,20 +7117,25 @@ st_link_shader(struct gl_context *ctx, struct
gl_shader_program *prog)
/* Repeat it until it stops making changes. */
bool progress;
do {
progress = do_common_optimization(ir, true, true, options,
ctx->Const.NativeIntegers);
progress |= lower_if_to_cond_assign((gl_shader_stage)i, ir,
options->MaxIfDepth,
if_threshold);
} while (progress);
}
+ /* Do this again to lower ir_binop_vector_extract introduced
+ * by optimization passes.
+ */
+ do_vec_index_to_cond_assign(ir);
+
validate_ir_tree(ir);
}
build_program_resource_list(ctx, prog);
if (use_nir)
return st_link_nir(ctx, prog);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *shader = prog->_LinkedShaders[i];
--
Lerne, wie die Welt wirklich ist,
Aber vergiss niemals, wie sie sein sollte.
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