glsl/lower_clip_distance: Update symbol table.

This patch modifies the clip distance lowering pass so that the new
symbol it generates (glClipDistanceMESA) is added to the shader's
symbol table.

This will allow a later patch to modify the linker so that it finds
transform feedback varyings using the symbol table rather than having
to iterate through all the declarations in the shader.

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Paul Berry 2012-12-04 11:11:02 -08:00
parent d249159fe6
commit 18392443d4
3 changed files with 10 additions and 5 deletions

View File

@ -72,7 +72,7 @@ bool lower_noise(exec_list *instructions);
bool lower_variable_index_to_cond_assign(exec_list *instructions,
bool lower_input, bool lower_output, bool lower_temp, bool lower_uniform);
bool lower_quadop_vector(exec_list *instructions, bool dont_lower_swz);
bool lower_clip_distance(exec_list *instructions);
bool lower_clip_distance(gl_shader *shader);
void lower_output_reads(exec_list *instructions);
void lower_ubo_reference(struct gl_shader *shader, exec_list *instructions);
bool optimize_redundant_jumps(exec_list *instructions);

View File

@ -2568,8 +2568,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
if (!prog->LinkStatus)
goto done;
if (ctx->ShaderCompilerOptions[i].LowerClipDistance)
lower_clip_distance(prog->_LinkedShaders[i]->ir);
if (ctx->ShaderCompilerOptions[i].LowerClipDistance) {
lower_clip_distance(prog->_LinkedShaders[i]);
}
unsigned max_unroll = ctx->ShaderCompilerOptions[i].MaxUnrollIterations;

View File

@ -45,6 +45,7 @@
* LowerClipDistance flag in gl_shader_compiler_options to true.
*/
#include "glsl_symbol_table.h"
#include "ir_hierarchical_visitor.h"
#include "ir.h"
@ -334,11 +335,14 @@ lower_clip_distance_visitor::visit_leave(ir_call *ir)
bool
lower_clip_distance(exec_list *instructions)
lower_clip_distance(gl_shader *shader)
{
lower_clip_distance_visitor v;
visit_list_elements(&v, instructions);
visit_list_elements(&v, shader->ir);
if (v.new_clip_distance_var)
shader->symbols->add_variable(v.new_clip_distance_var);
return v.progress;
}