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authorKenneth Graunke <[email protected]>2013-04-03 23:56:57 -0700
committerKenneth Graunke <[email protected]>2013-04-04 15:38:19 -0700
commitedc52a8f280db8d9dc9a04314741319ea8b83e67 (patch)
treeae9866c0c13ccfec896c5dd1ed433ad22956cced /src/gallium/auxiliary/hud/hud_context.c
parent967514ce680f7bf785ab544c6174786dd20425de (diff)
glsl: Add an optimization pass to flatten simple nested if blocks.
GLBenchmark 2.7's shaders contain conditional blocks like: if (x) { if (y) { ... } } where the outer conditional's then clause contains exactly one statement (the nested if) and there are no else clauses. This can easily be optimized into: if (x && y) { ... } This saves a few instructions in GLBenchmark 2.7: total instructions in shared programs: 11833 -> 11649 (-1.55%) instructions in affected programs: 8234 -> 8050 (-2.23%) It also helps CS:GO slightly (-0.05%/-0.22%). More importantly, however, it simplifies the control flow graph, which could enable other optimizations. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
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