glsl: Put `sample`-qualified varyings in their own packing classes
[mesa.git] / src / glsl / ir_optimization.h
index df256735937cdeb77d2aa12c28b15edf48f162d5..3ca9f574453c32e705aa5889c3a8f5959edc878e 100644 (file)
  * Prototypes for optimization passes to be called by the compiler and drivers.
  */
 
-bool do_common_optimization(exec_list *ir, bool linked, unsigned max_unroll_iterations);
+/* Operations for lower_instructions() */
+#define SUB_TO_ADD_NEG     0x01
+#define DIV_TO_MUL_RCP     0x02
+#define EXP_TO_EXP2        0x04
+#define POW_TO_EXP2        0x08
+#define LOG_TO_LOG2        0x10
+#define MOD_TO_FRACT       0x20
+#define INT_DIV_TO_MUL_RCP 0x40
+#define LRP_TO_ARITH       0x80
+#define BITFIELD_INSERT_TO_BFM_BFI 0x100
+#define LDEXP_TO_ARITH     0x200
+
+/**
+ * \see class lower_packing_builtins_visitor
+ */
+enum lower_packing_builtins_op {
+   LOWER_PACK_UNPACK_NONE               = 0x0000,
+
+   LOWER_PACK_SNORM_2x16                = 0x0001,
+   LOWER_UNPACK_SNORM_2x16              = 0x0002,
+
+   LOWER_PACK_UNORM_2x16                = 0x0004,
+   LOWER_UNPACK_UNORM_2x16              = 0x0008,
+
+   LOWER_PACK_HALF_2x16                 = 0x0010,
+   LOWER_UNPACK_HALF_2x16               = 0x0020,
+
+   LOWER_PACK_HALF_2x16_TO_SPLIT        = 0x0040,
+   LOWER_UNPACK_HALF_2x16_TO_SPLIT      = 0x0080,
+
+   LOWER_PACK_SNORM_4x8                 = 0x0100,
+   LOWER_UNPACK_SNORM_4x8               = 0x0200,
+
+   LOWER_PACK_UNORM_4x8                 = 0x0400,
+   LOWER_UNPACK_UNORM_4x8               = 0x0800
+};
+
+bool do_common_optimization(exec_list *ir, bool linked,
+                           bool uniform_locations_assigned,
+                           unsigned max_unroll_iterations,
+                            const struct gl_shader_compiler_options *options);
 
 bool do_algebraic(exec_list *instructions);
 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);
-bool do_dead_code(exec_list *instructions);
+bool do_cse(exec_list *instructions);
+void do_dead_builtin_varyings(struct gl_context *ctx,
+                              gl_shader *producer, gl_shader *consumer,
+                              unsigned num_tfeedback_decls,
+                              class tfeedback_decl *tfeedback_decls);
+bool do_dead_code(exec_list *instructions, bool uniform_locations_assigned);
 bool do_dead_code_local(exec_list *instructions);
 bool do_dead_code_unlinked(exec_list *instructions);
 bool do_dead_functions(exec_list *instructions);
-bool do_div_to_mul_rcp(exec_list *instructions);
-bool do_explog_to_explog2(exec_list *instructions);
+bool opt_flip_matrices(exec_list *instructions);
 bool do_function_inlining(exec_list *instructions);
-bool do_if_return(exec_list *instructions);
+bool do_lower_jumps(exec_list *instructions, bool pull_out_jumps = true, bool lower_sub_return = true, bool lower_main_return = false, bool lower_continue = false, bool lower_break = false);
+bool do_lower_texture_projection(exec_list *instructions);
 bool do_if_simplification(exec_list *instructions);
-bool do_if_to_cond_assign(exec_list *instructions);
+bool opt_flatten_nested_if_blocks(exec_list *instructions);
+bool do_discard_simplification(exec_list *instructions);
+bool lower_if_to_cond_assign(exec_list *instructions, unsigned max_depth = 0);
 bool do_mat_op_to_vec(exec_list *instructions);
-bool do_mod_to_fract(exec_list *instructions);
 bool do_noop_swizzle(exec_list *instructions);
 bool do_structure_splitting(exec_list *instructions);
-bool do_sub_to_add_neg(exec_list *instructions);
 bool do_swizzle_swizzle(exec_list *instructions);
 bool do_tree_grafting(exec_list *instructions);
 bool do_vec_index_to_cond_assign(exec_list *instructions);
 bool do_vec_index_to_swizzle(exec_list *instructions);
+bool lower_discard(exec_list *instructions);
+void lower_discard_flow(exec_list *instructions);
+bool lower_instructions(exec_list *instructions, unsigned what_to_lower);
+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(gl_shader *shader);
+void lower_output_reads(exec_list *instructions);
+bool lower_packing_builtins(exec_list *instructions, int op_mask);
+void lower_ubo_reference(struct gl_shader *shader, exec_list *instructions);
+void lower_packed_varyings(void *mem_ctx, unsigned location_base,
+                           unsigned locations_used, ir_variable_mode mode,
+                           unsigned gs_input_vertices, gl_shader *shader);
+bool lower_vector_insert(exec_list *instructions, bool lower_nonconstant_index);
+void lower_named_interface_blocks(void *mem_ctx, gl_shader *shader);
+bool optimize_redundant_jumps(exec_list *instructions);
+bool optimize_split_arrays(exec_list *instructions, bool linked);
+
+ir_rvalue *
+compare_index_block(exec_list *instructions, ir_variable *index,
+                   unsigned base, unsigned components, void *mem_ctx);