#define EXP_TO_EXP2 0x04
#define POW_TO_EXP2 0x08
#define LOG_TO_LOG2 0x10
-#define MOD_TO_FRACT 0x20
+#define MOD_TO_FLOOR 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
+#define SAT_TO_CLAMP 0x800
+#define DOPS_TO_DFRAC 0x1000
+#define DFREXP_DLDEXP_TO_ARITH 0x2000
/**
* \see class lower_packing_builtins_visitor
LOWER_UNPACK_SNORM_4x8 = 0x0200,
LOWER_PACK_UNORM_4x8 = 0x0400,
- LOWER_UNPACK_UNORM_4x8 = 0x0800
+ LOWER_UNPACK_UNORM_4x8 = 0x0800,
+
+ LOWER_PACK_USE_BFI = 0x1000,
+ LOWER_PACK_USE_BFE = 0x2000,
};
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 opt_conditional_discard(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_cse(exec_list *instructions);
void do_dead_builtin_varyings(struct gl_context *ctx,
gl_shader *producer, gl_shader *consumer,
unsigned num_tfeedback_decls,
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_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 do_vectorize(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);
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_variable_index_to_cond_assign(gl_shader_stage stage,
+ 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_const_arrays_to_uniforms(exec_list *instructions);
bool lower_clip_distance(gl_shader *shader);
-void lower_output_reads(exec_list *instructions);
+void lower_output_reads(unsigned stage, 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_shared_reference(struct gl_shader *shader, unsigned *shared_size);
+void lower_ubo_reference(struct gl_shader *shader);
+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);
+bool lower_vector_derefs(gl_shader *shader);
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);
+void optimize_dead_builtin_variables(exec_list *instructions,
+ enum ir_variable_mode other);
+bool lower_tess_level(gl_shader *shader);
+
+bool lower_vertex_id(gl_shader *shader);
+
+bool lower_subroutine(exec_list *instructions, struct _mesa_glsl_parse_state *state);
ir_rvalue *
compare_index_block(exec_list *instructions, ir_variable *index,