#ifndef GLSL_IR_OPTIMIZATION_H
#define GLSL_IR_OPTIMIZATION_H
+struct gl_linked_shader;
+struct gl_shader_program;
+
/* Operations for lower_instructions() */
#define SUB_TO_ADD_NEG 0x01
#define FDIV_TO_MUL_RCP 0x02
#define IMUL_HIGH_TO_MUL 0x80000
#define DDIV_TO_MUL_RCP 0x100000
#define DIV_TO_MUL_RCP (FDIV_TO_MUL_RCP | DDIV_TO_MUL_RCP)
+#define SQRT_TO_ABS_SQRT 0x200000
+#define MUL64_TO_MUL_AND_MUL_HIGH 0x400000
/* Opertaions for lower_64bit_integer_instructions() */
#define MUL64 (1U << 0)
bool do_constant_folding(exec_list *instructions);
bool do_constant_variable(exec_list *instructions);
bool do_constant_variable_unlinked(exec_list *instructions);
-bool do_copy_propagation(exec_list *instructions);
bool do_copy_propagation_elements(exec_list *instructions);
bool do_constant_propagation(exec_list *instructions);
void do_dead_builtin_varyings(struct gl_context *ctx,
unsigned max_depth = 0, unsigned min_branch_cost = 0);
bool do_mat_op_to_vec(exec_list *instructions);
bool do_minmax_prune(exec_list *instructions);
-bool do_noop_swizzle(exec_list *instructions);
bool do_structure_splitting(exec_list *instructions);
-bool do_swizzle_swizzle(exec_list *instructions);
+bool optimize_swizzles(exec_list *instructions);
bool do_vectorize(exec_list *instructions);
bool do_tree_grafting(exec_list *instructions);
bool do_vec_index_to_cond_assign(exec_list *instructions);
gl_linked_shader *shader);
void lower_output_reads(unsigned stage, exec_list *instructions);
bool lower_packing_builtins(exec_list *instructions, int op_mask);
-void lower_shared_reference(struct gl_linked_shader *shader,
- unsigned *shared_size);
+void lower_shared_reference(struct gl_context *ctx,
+ struct gl_shader_program *prog,
+ struct gl_linked_shader *shader);
void lower_ubo_reference(struct gl_linked_shader *shader,
- bool clamp_block_indices);
+ bool clamp_block_indices, bool use_std430_as_default);
void lower_packed_varyings(void *mem_ctx,
unsigned locations_used,
const uint8_t *components,
bool lower_tess_level(gl_linked_shader *shader);
bool lower_vertex_id(gl_linked_shader *shader);
-bool lower_blend_equation_advanced(gl_linked_shader *shader);
+bool lower_cs_derived(gl_linked_shader *shader);
+bool lower_blend_equation_advanced(gl_linked_shader *shader, bool coherent);
bool lower_subroutine(exec_list *instructions, struct _mesa_glsl_parse_state *state);
void propagate_invariance(exec_list *instructions);
-ir_rvalue *
-compare_index_block(exec_list *instructions, ir_variable *index,
- unsigned base, unsigned components, void *mem_ctx);
+namespace ir_builder { class ir_factory; };
+
+ir_variable *compare_index_block(ir_builder::ir_factory &body,
+ ir_variable *index,
+ unsigned base, unsigned components);
bool lower_64bit_integer_instructions(exec_list *instructions,
unsigned what_to_lower);