glsl: Drop no-op shifts involving 0.
authorEric Anholt <eric@anholt.net>
Tue, 22 Oct 2013 00:01:49 +0000 (17:01 -0700)
committerEric Anholt <eric@anholt.net>
Mon, 28 Oct 2013 21:07:31 +0000 (14:07 -0700)
I noticed this in a shader in Unigine Heaven that was spilling.  While it
doesn't really reduce register pressure, it shaves a few instructions
anyway (7955 -> 7882).

v2: Fix turning "0 >> x" into "x" instead of "0" (caught by Erik
    Faye-Lund).

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
src/glsl/opt_algebraic.cpp

index 2e33dfeb21735ef03085b8f919e8a97c5a41bf76..a07e153ae9234499e53db2d469b99aea2d4c4ac5 100644 (file)
@@ -346,6 +346,16 @@ ir_algebraic_visitor::handle_expression(ir_expression *ir)
       }
       break;
 
+   case ir_binop_rshift:
+   case ir_binop_lshift:
+      /* 0 >> x == 0 */
+      if (is_vec_zero(op_const[0]))
+         return ir->operands[0];
+      /* x >> 0 == x */
+      if (is_vec_zero(op_const[1]))
+         return ir->operands[0];
+      break;
+
    case ir_binop_logic_and:
       /* FINISHME: Also simplify (a && a) to (a). */
       if (is_vec_one(op_const[0])) {