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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