(('inot', ('ieq', a, b)), ('ine', a, b)),
(('inot', ('ine', a, b)), ('ieq', a, b)),
+ # This helps some shaders because, after some optimizations, they end up
+ # with patterns like (-a < -b) || (b < a). In an ideal world, this sort of
+ # matching would be handled by CSE.
+ (('flt', ('fneg', a), ('fneg', b)), ('flt', b, a)),
+ (('fge', ('fneg', a), ('fneg', b)), ('fge', b, a)),
+ (('feq', ('fneg', a), ('fneg', b)), ('feq', b, a)),
+ (('fne', ('fneg', a), ('fneg', b)), ('fne', b, a)),
+ (('flt', ('fneg', a), -1.0), ('flt', 1.0, a)),
+ (('flt', -1.0, ('fneg', a)), ('flt', a, 1.0)),
+ (('fge', ('fneg', a), -1.0), ('fge', 1.0, a)),
+ (('fge', -1.0, ('fneg', a)), ('fge', a, 1.0)),
+ (('fne', ('fneg', a), -1.0), ('fne', 1.0, a)),
+ (('feq', -1.0, ('fneg', a)), ('feq', a, 1.0)),
+
# 0.0 >= b2f(a)
# b2f(a) <= 0.0
# b2f(a) == 0.0 because b2f(a) can only be 0 or 1
(('~fge', ('fmin(is_used_once)', ('fadd(is_used_once)', a, b), ('fadd', c, d)), 0.0), ('iand', ('fge', a, ('fneg', b)), ('fge', c, ('fneg', d)))),
+ (('flt', ('fneg', a), ('fneg', b)), ('flt', b, a)),
+ (('fge', ('fneg', a), ('fneg', b)), ('fge', b, a)),
+ (('feq', ('fneg', a), ('fneg', b)), ('feq', b, a)),
+ (('fne', ('fneg', a), ('fneg', b)), ('fne', b, a)),
+ (('flt', ('fneg', a), -1.0), ('flt', 1.0, a)),
+ (('flt', -1.0, ('fneg', a)), ('flt', a, 1.0)),
+ (('fge', ('fneg', a), -1.0), ('fge', 1.0, a)),
+ (('fge', -1.0, ('fneg', a)), ('fge', a, 1.0)),
+ (('fne', ('fneg', a), -1.0), ('fne', 1.0, a)),
+ (('feq', -1.0, ('fneg', a)), ('feq', a, 1.0)),
+
+ (('ior', a, a), a),
+ (('iand', a, a), a),
+
(('fdot2', a, b), ('fdot_replicated2', a, b), 'options->fdot_replicates'),
(('fdot3', a, b), ('fdot_replicated3', a, b), 'options->fdot_replicates'),
(('fdot4', a, b), ('fdot_replicated4', a, b), 'options->fdot_replicates'),