X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fglsl%2Fir_optimization.h;h=d38d5e30365ede6686c9dc000ac51338cb27c56c;hb=93c8692ce92d396f0a4db5bc91d8e7322fa7dd50;hp=432a33458c2d0fb7a3f9190b59acebf7369ed754;hpb=29285882676388aacff123e8bdf025904abf8ea9;p=mesa.git diff --git a/src/glsl/ir_optimization.h b/src/glsl/ir_optimization.h index 432a33458c2..d38d5e30365 100644 --- a/src/glsl/ir_optimization.h +++ b/src/glsl/ir_optimization.h @@ -23,19 +23,97 @@ /** - * \file ir_dead_code.h + * \file ir_optimization.h * * Prototypes for optimization passes to be called by the compiler and drivers. */ +/* 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 + +/** + * \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_dead_code(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 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 opt_flip_matrices(exec_list *instructions); bool do_function_inlining(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 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_noop_swizzle(exec_list *instructions); +bool do_structure_splitting(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, + 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);