Kenneth Graunke <[email protected]> writes:

> 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.

Series is:

Reviewed-by: Eric Anholt <[email protected]>

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