glsl: Implement a lowering pass for gl_ClipDistance.
In i965 GEN6+ (and I suspect most other hardware), gl_ClipDistance needs to be laid out as a pair of vec4's (the first containing clip distances 0-3, and the second containing clip distances 4-7). However, it is declared in GLSL as an array of 8 floats. This lowering pass acts at the GLSL level, modifying the declaration of gl_ClipDistance so that it is an array of vec4's rather than an array of floats, and renaming it to gl_ClipDistanceMESA. In addition, it modifies all accesses to the array so that they access the appropiate component of one of the vec4's. Since some hardware may not internally represent gl_ClipDistance as a pair of vec4's, this lowering pass is optional. To enable it, set the LowerClipDistance flag in gl_shader_compiler_options to true. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -69,6 +69,7 @@ bool lower_noise(exec_list *instructions);
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bool lower_variable_index_to_cond_assign(exec_list *instructions,
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bool lower_input, bool lower_output, bool lower_temp, bool lower_uniform);
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bool lower_quadop_vector(exec_list *instructions, bool dont_lower_swz);
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bool lower_clip_distance(exec_list *instructions);
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bool optimize_redundant_jumps(exec_list *instructions);
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ir_rvalue *
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