This series does two things: first, it plumbs ShaderCompilerOptions into do_common_optimization(), since optimization & lowering passes may want to consult that.
Secondly, it adds an optimization pass that converts (matrix * vector) operations to (vector * matrixTranspose) for certain built-in matrices (currently gl_ModelViewProjectionMatrix and gl_TextureMatrix). This makes it use DP4s instead of MUL/ADD, which can be more efficient. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev