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glsl: Extend lowering pass for gl_ClipDistance to support other arrays (v4)
This will come in handy when we want to lower gl_CullDistance into gl_CullDistanceMESA. [airlied: drop separate APIs for clip/cull - just use single API to call both passes.] v3: reexamine my sanity, this was pretty broken, the new code creates one copy of gl_ClipDistanceMESA, as the clip distance varying and lowers everything into that in two passes, one for clips one for culls. v4: rework using the passes in clip/cull sizes, instead of the array sizes. Signed-off-by: Tobias Klausmann <tobias.johannes.klausmann@mni.thm.de> Signed-off-by: Dave Airlie <airlied@redhat.com> Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
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@ -117,7 +117,9 @@ bool lower_variable_index_to_cond_assign(gl_shader_stage stage,
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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_const_arrays_to_uniforms(exec_list *instructions);
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bool lower_clip_distance(gl_shader *shader);
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bool lower_combined_clip_cull_distance(gl_shader *shader,
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uint8_t clipDistanceArraySize,
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uint8_t cullDistanceArraySize);
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void lower_output_reads(unsigned stage, exec_list *instructions);
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bool lower_packing_builtins(exec_list *instructions, int op_mask);
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void lower_shared_reference(struct gl_shader *shader, unsigned *shared_size);
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@ -4561,7 +4561,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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goto done;
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if (ctx->Const.ShaderCompilerOptions[i].LowerCombinedClipCullDistance) {
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lower_clip_distance(prog->_LinkedShaders[i]);
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lower_combined_clip_cull_distance(prog->_LinkedShaders[i],
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(uint8_t)prog->LastClipDistanceArraySize,
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(uint8_t)prog->LastCullDistanceArraySize);
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}
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if (ctx->Const.LowerTessLevel) {
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@ -25,14 +25,17 @@
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* \file lower_distance.cpp
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*
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* This pass accounts for the difference between the way
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* gl_ClipDistance is declared in standard GLSL (as an array of
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* floats), and the way it is frequently implemented in hardware (as
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* a pair of vec4s, with four clip distances packed into each).
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* gl_ClipDistance or gl_CullDistance is declared in standard GLSL
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* (as an array of floats), and the way it is frequently implemented
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* in hardware (as a pair of vec4s, with four clip or cull distances
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* packed into each).
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*
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* The declaration of gl_ClipDistance is replaced with a declaration
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* of gl_ClipDistanceMESA, and any references to gl_ClipDistance are
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* translated to refer to gl_ClipDistanceMESA with the appropriate
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* swizzling of array indices. For instance:
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* The declarations of gl_ClipDistance or gl_CullDistance are replaced
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* with a single declaration of gl_ClipDistanceMESA.
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* Any references to the original gl_ClipDistance or gl_CullDistance
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* are translated to refer to gl_ClipDistanceMESA with the appropriate
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* swizzling of array indices.
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* For instance:
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*
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* gl_ClipDistance[i]
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*
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@ -40,9 +43,9 @@
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*
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* gl_ClipDistanceMESA[i>>2][i&3]
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*
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* Since some hardware may not internally represent gl_ClipDistance as a pair
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* of vec4's, this lowering pass is optional. To enable it, set the
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* LowerCombinedClipCullDistance flag in gl_shader_compiler_options to true.
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* Since some hardware may not internally represent these arrays as a
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* pair of vec4's, this lowering pass is optional. To enable it, set
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* the LowerCombinedClipCullDistance flag in gl_shader_compiler_options to true.
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*/
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#include "glsl_symbol_table.h"
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@ -54,10 +57,16 @@ namespace {
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class lower_distance_visitor : public ir_rvalue_visitor {
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public:
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explicit lower_distance_visitor(gl_shader_stage shader_stage)
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explicit lower_distance_visitor(gl_shader_stage shader_stage,
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const char *in_name, ir_variable *out_var,
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int num_clip_dist, int num_cull_dist,
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bool is_cull, bool replace_var)
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: progress(false), old_distance_out_var(NULL),
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old_distance_in_var(NULL), new_distance_out_var(NULL),
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new_distance_in_var(NULL), shader_stage(shader_stage)
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new_distance_in_var(NULL), shader_stage(shader_stage),
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in_name(in_name), out_var(out_var),
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num_clip_dist(num_clip_dist), num_cull_dist(num_cull_dist),
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is_cull(is_cull), replace_var(replace_var)
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{
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}
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@ -76,7 +85,7 @@ public:
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bool progress;
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/**
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* Pointer to the declaration of gl_ClipDistance, if found.
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* Pointer to the declaration of ou arrays, if found.
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*
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* Note:
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*
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@ -91,7 +100,7 @@ public:
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ir_variable *old_distance_in_var;
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/**
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* Pointer to the newly-created gl_ClipDistanceMESA variable.
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* Pointer to the newly-created variable.
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*/
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ir_variable *new_distance_out_var;
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ir_variable *new_distance_in_var;
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@ -100,13 +109,26 @@ public:
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* Type of shader we are compiling (e.g. MESA_SHADER_VERTEX)
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*/
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const gl_shader_stage shader_stage;
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/**
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* Identifier of the variables we manipulate
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*/
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const char *in_name;
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ir_variable *out_var;
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uint8_t num_clip_dist;
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uint8_t num_cull_dist;
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bool is_cull;
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bool replace_var;
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};
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} /* anonymous namespace */
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/**
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* Replace any declaration of gl_ClipDistance as an array of floats with a
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* declaration of gl_ClipDistanceMESA as an array of vec4's.
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* Replace any declaration of in_name as an array of floats with a
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* declaration of out_name as an array of vec4's.
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*/
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ir_visitor_status
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lower_distance_visitor::visit(ir_variable *ir)
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@ -114,7 +136,7 @@ lower_distance_visitor::visit(ir_variable *ir)
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ir_variable **old_var;
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ir_variable **new_var;
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if (!ir->name || strcmp(ir->name, "gl_ClipDistance") != 0)
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if (!ir->name || strcmp(in_name, ir->name) != 0)
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return visit_continue;
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assert (ir->type->is_array());
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@ -135,8 +157,8 @@ lower_distance_visitor::visit(ir_variable *ir)
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this->progress = true;
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if (!ir->type->fields.array->is_array()) {
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/* gl_ClipDistance (used for vertex, tessellation evaluation and
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* geometry output, and fragment input).
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/* gl_ClipDistance / gl_CullDistance (used for vertex, tessellation
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* evaluation and geometry output, and fragment input).
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*/
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assert((ir->data.mode == ir_var_shader_in &&
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this->shader_stage == MESA_SHADER_FRAGMENT) ||
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@ -147,21 +169,17 @@ lower_distance_visitor::visit(ir_variable *ir)
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*old_var = ir;
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assert (ir->type->fields.array == glsl_type::float_type);
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unsigned new_size = (ir->type->array_size() + 3) / 4;
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/* Clone the old var so that we inherit all of its properties */
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*new_var = ir->clone(ralloc_parent(ir), NULL);
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/* And change the properties that we need to change */
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(*new_var)->name = ralloc_strdup(*new_var, "gl_ClipDistanceMESA");
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(*new_var)->type = glsl_type::get_array_instance(glsl_type::vec4_type,
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new_size);
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(*new_var)->data.max_array_access = ir->data.max_array_access / 4;
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ir->replace_with(*new_var);
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*new_var = out_var;
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if (replace_var == true) {
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ir->replace_with(*new_var);
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replace_var = false;
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} else {
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ir->remove();
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}
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} else {
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/* 2D gl_ClipDistance (used for tessellation control, tessellation
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* evaluation and geometry input, and tessellation control output).
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/* 2D gl_ClipDistance / gl_CullDistance (used for tessellation control,
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* tessellation evaluation and geometry input, and tessellation control
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* output).
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*/
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assert((ir->data.mode == ir_var_shader_in &&
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(this->shader_stage == MESA_SHADER_GEOMETRY ||
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@ -170,20 +188,13 @@ lower_distance_visitor::visit(ir_variable *ir)
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*old_var = ir;
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assert (ir->type->fields.array->fields.array == glsl_type::float_type);
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unsigned new_size = (ir->type->fields.array->array_size() + 3) / 4;
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/* Clone the old var so that we inherit all of its properties */
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*new_var = ir->clone(ralloc_parent(ir), NULL);
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/* And change the properties that we need to change */
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(*new_var)->name = ralloc_strdup(*new_var, "gl_ClipDistanceMESA");
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(*new_var)->type = glsl_type::get_array_instance(
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glsl_type::get_array_instance(glsl_type::vec4_type,
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new_size),
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ir->type->array_size());
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(*new_var)->data.max_array_access = ir->data.max_array_access / 4;
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ir->replace_with(*new_var);
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*new_var = out_var;
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if (replace_var == true) {
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ir->replace_with(*new_var);
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replace_var = false;
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} else {
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ir->remove();
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}
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}
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return visit_continue;
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@ -191,10 +202,10 @@ lower_distance_visitor::visit(ir_variable *ir)
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/**
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* Create the necessary GLSL rvalues to index into gl_ClipDistanceMESA based
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* Create the necessary GLSL rvalues to index into out_name based
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* on the rvalue previously used to index into gl_ClipDistance.
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*
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* \param array_index Selects one of the vec4's in gl_ClipDistanceMESA
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* \param array_index Selects one of the vec4's in out_name
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* \param swizzle_index Selects a component within the vec4 selected by
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* array_index.
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*/
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@ -215,13 +226,14 @@ lower_distance_visitor::create_indices(ir_rvalue *old_index,
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ir_constant *old_index_constant = old_index->constant_expression_value();
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if (old_index_constant) {
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/* gl_ClipDistance is being accessed via a constant index. Don't bother
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* creating expressions to calculate the lowered indices. Just create
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* constants.
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/* gl_ClipDistance / gl_CullDistance is being accessed via a constant
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* index. Don't bother creating expressions to calculate the lowered
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* indices. Just create constants.
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*/
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int const_val = old_index_constant->get_int_component(0);
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array_index = new(ctx) ir_constant(const_val / 4);
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swizzle_index = new(ctx) ir_constant(const_val % 4);
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uint8_t offset = is_cull ? num_clip_dist : 0;
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array_index = new(ctx) ir_constant((const_val + offset) / 4);
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swizzle_index = new(ctx) ir_constant((const_val + offset) % 4);
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} else {
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/* Create a variable to hold the value of old_index (so that we
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* don't compute it twice).
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@ -232,15 +244,15 @@ lower_distance_visitor::create_indices(ir_rvalue *old_index,
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this->base_ir->insert_before(new(ctx) ir_assignment(
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new(ctx) ir_dereference_variable(old_index_var), old_index));
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/* Create the expression distance_index / 4. Do this as a bit
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* shift because that's likely to be more efficient.
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/* Create the expression distance_index / 4. Do this as a bit shift
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* because that's likely to be more efficient.
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*/
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array_index = new(ctx) ir_expression(
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ir_binop_rshift, new(ctx) ir_dereference_variable(old_index_var),
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new(ctx) ir_constant(2));
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/* Create the expression distance_index % 4. Do this as a bitwise
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* AND because that's likely to be more efficient.
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/* Create the expression distance_index % 4. Do this as a bitwise AND
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* because that's likely to be more efficient.
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*/
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swizzle_index = new(ctx) ir_expression(
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ir_binop_bit_and, new(ctx) ir_dereference_variable(old_index_var),
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@ -260,9 +272,9 @@ lower_distance_visitor::create_indices(ir_rvalue *old_index,
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bool
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lower_distance_visitor::is_distance_vec8(ir_rvalue *ir)
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{
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/* Note that geometry shaders contain gl_ClipDistance both as an input
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* (which is a 2D array) and an output (which is a 1D array), so it's
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* possible for both this->old_distance_out_var and
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/* Note that geometry shaders contain in_name
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* both as an input (which is a 2D array) and an output (which is a 1D
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* array), so it's possible for both this->old_distance_out_var and
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* this->old_distance_in_var to be non-NULL in the same shader.
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*/
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@ -340,9 +352,9 @@ lower_distance_visitor::handle_rvalue(ir_rvalue **rv)
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if (array_deref == NULL)
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return;
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/* Replace any expression that indexes one of the floats in gl_ClipDistance
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* with an expression that indexes into one of the vec4's in
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* gl_ClipDistanceMESA and accesses the appropriate component.
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/* Replace any expression that indexes one of the floats in in_name
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* or in_name with an expression that indexes into one of the vec4's
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* in out_name and accesses the appropriate component.
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*/
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ir_rvalue *lowered_vec8 =
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this->lower_distance_vec8(array_deref->array);
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@ -392,12 +404,12 @@ lower_distance_visitor::fix_lhs(ir_assignment *ir)
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}
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/**
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* Replace any assignment having the 1D gl_ClipDistance (undereferenced) as
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* Replace any assignment having the 1D in_name (undereferenced) as
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* its LHS or RHS with a sequence of assignments, one for each component of
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* the array. Each of these assignments is lowered to refer to
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* gl_ClipDistanceMESA as appropriate.
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* out_name as appropriate.
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*
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* We need to do a similar replacement for 2D gl_ClipDistance, however since
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* We need to do a similar replacement for 2D in_name, however since
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* it's an input, the only case we need to address is where a 1D slice of it
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* is the entire RHS of an assignment, e.g.:
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*
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@ -413,9 +425,9 @@ lower_distance_visitor::visit_leave(ir_assignment *ir)
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if (this->is_distance_vec8(ir->lhs) ||
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this->is_distance_vec8(ir->rhs)) {
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/* LHS or RHS of the assignment is the entire 1D gl_ClipDistance array
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* (or a 1D slice of a 2D gl_ClipDistance input array). Since we are
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* reshaping gl_ClipDistance from an array of floats to an array of
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/* LHS or RHS of the assignment is the entire 1D in_name array
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* (or a 1D slice of a 2D in_name input array). Since we are
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* reshaping in_name from an array of floats to an array of
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* vec4's, this isn't going to work as a bulk assignment anymore, so
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* unroll it to element-by-element assignments and lower each of them.
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*
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@ -484,13 +496,13 @@ lower_distance_visitor::visit_new_assignment(ir_assignment *ir)
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/**
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* If a 1D gl_ClipDistance variable appears as an argument in an ir_call
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* If a 1D in_name variable appears as an argument in an ir_call
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* expression, replace it with a temporary variable, and make sure the ir_call
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* is preceded and/or followed by assignments that copy the contents of the
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* temporary variable to and/or from gl_ClipDistance. Each of these
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* assignments is then lowered to refer to gl_ClipDistanceMESA.
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* temporary variable to and/or from in_name. Each of these
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* assignments is then lowered to refer to out_name.
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*
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* We need to do a similar replacement for 2D gl_ClipDistance, however since
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* We need to do a similar replacement for 2D in_name, however since
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* it's an input, the only case we need to address is where a 1D slice of it
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* is passed as an "in" parameter to an ir_call, e.g.:
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*
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@ -514,40 +526,40 @@ lower_distance_visitor::visit_leave(ir_call *ir)
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actual_param_node = actual_param_node->next;
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if (this->is_distance_vec8(actual_param)) {
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/* User is trying to pass the whole 1D gl_ClipDistance array (or a 1D
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* slice of a 2D gl_ClipDistance array) to a function call. Since we
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* are reshaping gl_ClipDistance from an array of floats to an array
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/* User is trying to pass the whole 1D in_name array (or a 1D
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* slice of a 2D in_name array) to a function call. Since we
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* are reshaping in_name from an array of floats to an array
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* of vec4's, this isn't going to work anymore, so use a temporary
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* array instead.
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*/
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ir_variable *temp_clip_distance = new(ctx) ir_variable(
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actual_param->type, "temp_clip_distance", ir_var_temporary);
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this->base_ir->insert_before(temp_clip_distance);
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ir_variable *temp_distance = new(ctx) ir_variable(
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actual_param->type, "temp_distance", ir_var_temporary);
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this->base_ir->insert_before(temp_distance);
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actual_param->replace_with(
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new(ctx) ir_dereference_variable(temp_clip_distance));
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new(ctx) ir_dereference_variable(temp_distance));
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if (formal_param->data.mode == ir_var_function_in
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|| formal_param->data.mode == ir_var_function_inout) {
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/* Copy from gl_ClipDistance to the temporary before the call.
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/* Copy from in_name to the temporary before the call.
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* Since we are going to insert this copy before the current
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* instruction, we need to visit it afterwards to make sure it
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* gets lowered.
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*/
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ir_assignment *new_assignment = new(ctx) ir_assignment(
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new(ctx) ir_dereference_variable(temp_clip_distance),
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new(ctx) ir_dereference_variable(temp_distance),
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actual_param->clone(ctx, NULL));
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this->base_ir->insert_before(new_assignment);
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this->visit_new_assignment(new_assignment);
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}
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if (formal_param->data.mode == ir_var_function_out
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|| formal_param->data.mode == ir_var_function_inout) {
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/* Copy from the temporary to gl_ClipDistance after the call.
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/* Copy from the temporary to in_name after the call.
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* Since visit_list_elements() has already decided which
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* instruction it's going to visit next, we need to visit
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* afterwards to make sure it gets lowered.
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*/
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ir_assignment *new_assignment = new(ctx) ir_assignment(
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actual_param->clone(ctx, NULL),
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new(ctx) ir_dereference_variable(temp_clip_distance));
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new(ctx) ir_dereference_variable(temp_distance));
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this->base_ir->insert_after(new_assignment);
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this->visit_new_assignment(new_assignment);
|
||||
}
|
||||
@ -557,18 +569,67 @@ lower_distance_visitor::visit_leave(ir_call *ir)
|
||||
return rvalue_visit(ir);
|
||||
}
|
||||
|
||||
static ir_variable *
|
||||
create_clip_distance_mesa(ir_variable *base, int new_size)
|
||||
{
|
||||
ir_variable *new_var;
|
||||
|
||||
if (!base->type->fields.array->is_array()) {
|
||||
new_var = base->clone(ralloc_parent(base), NULL);
|
||||
new_var->name = ralloc_strdup(new_var, "gl_ClipDistanceMESA");
|
||||
new_var->type = glsl_type::get_array_instance(glsl_type::vec4_type,
|
||||
new_size);
|
||||
new_var->data.max_array_access = base->data.max_array_access / 4;
|
||||
} else {
|
||||
/* Clone the old var so that we inherit all of its properties */
|
||||
new_var = base->clone(ralloc_parent(base), NULL);
|
||||
/* And change the properties that we need to change */
|
||||
new_var->name = ralloc_strdup(new_var, "gl_ClipDistanceMESA");
|
||||
new_var->type = glsl_type::get_array_instance(
|
||||
glsl_type::get_array_instance(glsl_type::vec4_type,
|
||||
new_size),
|
||||
base->type->array_size());
|
||||
new_var->data.max_array_access = base->data.max_array_access / 4;
|
||||
}
|
||||
return new_var;
|
||||
}
|
||||
|
||||
bool
|
||||
lower_clip_distance(gl_shader *shader)
|
||||
lower_combined_clip_cull_distance(gl_shader *shader,
|
||||
uint8_t ClipDistanceArraySize,
|
||||
uint8_t CullDistanceArraySize)
|
||||
{
|
||||
lower_distance_visitor v(shader->Stage);
|
||||
ir_variable *clipdist = shader->symbols->get_variable("gl_ClipDistance");
|
||||
ir_variable *culldist = shader->symbols->get_variable("gl_CullDistance");
|
||||
ir_variable *new_var;
|
||||
unsigned new_size = ((ClipDistanceArraySize + CullDistanceArraySize) + 3) / 4;
|
||||
bool progress = false;
|
||||
bool replace_var = true;
|
||||
|
||||
visit_list_elements(&v, shader->ir);
|
||||
if (ClipDistanceArraySize == 0 && CullDistanceArraySize == 0)
|
||||
return false;
|
||||
|
||||
if (v.new_distance_out_var)
|
||||
shader->symbols->add_variable(v.new_distance_out_var);
|
||||
if (v.new_distance_in_var)
|
||||
shader->symbols->add_variable(v.new_distance_in_var);
|
||||
new_var = create_clip_distance_mesa(clipdist ? clipdist : culldist, new_size);
|
||||
|
||||
return v.progress;
|
||||
if (ClipDistanceArraySize) {
|
||||
lower_distance_visitor v(shader->Stage, "gl_ClipDistance",
|
||||
new_var, ClipDistanceArraySize, CullDistanceArraySize, false, replace_var);
|
||||
|
||||
visit_list_elements(&v, shader->ir);
|
||||
replace_var = v.replace_var;
|
||||
progress = v.progress;
|
||||
}
|
||||
|
||||
if (CullDistanceArraySize) {
|
||||
lower_distance_visitor v2(shader->Stage, "gl_CullDistance",
|
||||
new_var, ClipDistanceArraySize, CullDistanceArraySize, true, replace_var);
|
||||
|
||||
visit_list_elements(&v2, shader->ir);
|
||||
progress |= v2.progress;
|
||||
}
|
||||
|
||||
shader->symbols->add_variable(new_var);
|
||||
|
||||
validate_ir_tree(shader->ir);
|
||||
return progress;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user