meta: Add a meta implementation of GL_ARB_clear_texture
[mesa.git] / src / glsl / ir_optimization.h
index 055d65547ba4ebd464f7150fd8c65a7bd225c4a3..b83c2259234877fd6bf1635a4d777b6c56175436 100644 (file)
 #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
+#define BITFIELD_INSERT_TO_BFM_BFI 0x80
+#define LDEXP_TO_ARITH     0x100
+#define CARRY_TO_ARITH     0x200
+#define BORROW_TO_ARITH    0x400
 
 /**
  * \see class lower_packing_builtins_visitor
@@ -67,10 +68,12 @@ enum lower_packing_builtins_op {
 
 bool do_common_optimization(exec_list *ir, bool linked,
                            bool uniform_locations_assigned,
-                           unsigned max_unroll_iterations,
-                            const struct gl_shader_compiler_options *options);
+                            const struct gl_shader_compiler_options *options,
+                            bool native_integers);
 
-bool do_algebraic(exec_list *instructions);
+bool do_rebalance_tree(exec_list *instructions);
+bool do_algebraic(exec_list *instructions, bool native_integers,
+                  const struct gl_shader_compiler_options *options);
 bool do_constant_folding(exec_list *instructions);
 bool do_constant_variable(exec_list *instructions);
 bool do_constant_variable_unlinked(exec_list *instructions);
@@ -113,13 +116,14 @@ 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,
+void lower_packed_varyings(void *mem_ctx,
                            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);
+bool lower_offset_arrays(exec_list *instructions);
 
 ir_rvalue *
 compare_index_block(exec_list *instructions, ir_variable *index,