*/
/* 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 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_FLOOR 0x20
+#define INT_DIV_TO_MUL_RCP 0x40
+#define LDEXP_TO_ARITH 0x80
+#define CARRY_TO_ARITH 0x100
+#define BORROW_TO_ARITH 0x200
+#define SAT_TO_CLAMP 0x400
+#define DOPS_TO_DFRAC 0x800
+#define DFREXP_DLDEXP_TO_ARITH 0x1000
-bool do_common_optimization(exec_list *ir, bool linked, unsigned max_unroll_iterations);
+/**
+ * \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,
-bool do_algebraic(exec_list *instructions);
+ 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,
+ const struct gl_shader_compiler_options *options,
+ bool native_integers);
+
+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);
bool do_copy_propagation(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);
+void do_dead_builtin_varyings(struct gl_context *ctx,
+ 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);
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_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);
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(unsigned stage, exec_list *instructions);
+bool lower_packing_builtins(exec_list *instructions, int op_mask);
+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,
+ 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,
+ unsigned base, unsigned components, void *mem_ctx);