nir/spirv: Add a missing break statement
[mesa.git] / src / glsl / ir_optimization.h
index fad6f1bfe5f89dfa1245efa23f51427f29213175..dabd80a8d0d0a7288efcbd88ab56a4d20ba19496 100644 (file)
 #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 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
@@ -62,14 +67,20 @@ enum lower_packing_builtins_op {
 
    LOWER_PACK_UNORM_4x8                 = 0x0400,
    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);
@@ -77,7 +88,7 @@ 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,
-                              exec_list *producer, exec_list *consumer,
+                              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);
@@ -93,9 +104,11 @@ 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_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);
@@ -103,20 +116,32 @@ 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_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,
-                           gl_shader *shader);
+                           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,