No shader-db changes, but seems like a good idea.
Reviewed-by: Eric Anholt <eric@anholt.net>
} else if (is_vec_zero(op_const[0]) || is_vec_zero(op_const[1])) {
this->progress = true;
return ir_constant::zero(mem_ctx, ir->type);
+ } else if (op_expr[0] && op_expr[0]->operation == ir_unop_logic_not &&
+ op_expr[1] && op_expr[1]->operation == ir_unop_logic_not) {
+ /* De Morgan's Law:
+ * (not A) and (not B) === not (A or B)
+ */
+ temp = logic_not(logic_or(op_expr[0]->operands[0],
+ op_expr[1]->operands[0]));
+ this->progress = true;
+ return swizzle_if_required(ir, temp);
}
break;