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authorKenneth Graunke <[email protected]>2012-12-01 23:49:26 -0800
committerMatt Turner <[email protected]>2013-02-28 13:18:59 -0800
commit93066ce1299a7be8f670e527f249940c635605b4 (patch)
tree1e7c958b7feb9a605a6c9f482bc68798990c89f4 /src/glsl/builtins
parent18281d60889c7bb0ef14d2aa8a080cdaead7adb3 (diff)
glsl: Convert mix() to use a new ir_triop_lrp opcode.
Many GPUs have an instruction to do linear interpolation which is more efficient than simply performing the algebra necessary (two multiplies, an add, and a subtract). Pattern matching or peepholing this is more desirable, but can be tricky. By using an opcode, we can at least make shaders which use the mix() built-in get the more efficient behavior. Currently, all consumers lower ir_triop_lrp. Subsequent patches will actually generate different code. v2 [mattst88]: - Add LRP_TO_ARITH flag to ir_to_mesa.cpp. Will be removed in a subsequent patch and ir_triop_lrp translated directly. v3 [mattst88]: - Move changes from the next patch to opt_algebraic.cpp to accept 3-src operations. Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/glsl/builtins')
-rw-r--r--src/glsl/builtins/ir/mix.ir14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/glsl/builtins/ir/mix.ir b/src/glsl/builtins/ir/mix.ir
index 70ae13c9f3f..e6665321143 100644
--- a/src/glsl/builtins/ir/mix.ir
+++ b/src/glsl/builtins/ir/mix.ir
@@ -4,49 +4,49 @@
(declare (in) float arg0)
(declare (in) float arg1)
(declare (in) float arg2))
- ((return (expression float + (expression float * (var_ref arg0) (expression float - (constant float (1.000000)) (var_ref arg2))) (expression float * (var_ref arg1) (var_ref arg2))))))
+ ((return (expression float lrp (var_ref arg0) (var_ref arg1) (var_ref arg2)))))
(signature vec2
(parameters
(declare (in) vec2 arg0)
(declare (in) vec2 arg1)
(declare (in) vec2 arg2))
- ((return (expression vec2 + (expression vec2 * (var_ref arg0) (expression vec2 - (constant float (1.000000)) (var_ref arg2))) (expression vec2 * (var_ref arg1) (var_ref arg2))))))
+ ((return (expression vec2 lrp (var_ref arg0) (var_ref arg1) (var_ref arg2)))))
(signature vec3
(parameters
(declare (in) vec3 arg0)
(declare (in) vec3 arg1)
(declare (in) vec3 arg2))
- ((return (expression vec3 + (expression vec3 * (var_ref arg0) (expression vec3 - (constant float (1.000000)) (var_ref arg2))) (expression vec3 * (var_ref arg1) (var_ref arg2))))))
+ ((return (expression vec3 lrp (var_ref arg0) (var_ref arg1) (var_ref arg2)))))
(signature vec4
(parameters
(declare (in) vec4 arg0)
(declare (in) vec4 arg1)
(declare (in) vec4 arg2))
- ((return (expression vec4 + (expression vec4 * (var_ref arg0) (expression vec4 - (constant float (1.000000)) (var_ref arg2))) (expression vec4 * (var_ref arg1) (var_ref arg2))))))
+ ((return (expression vec4 lrp (var_ref arg0) (var_ref arg1) (var_ref arg2)))))
(signature vec2
(parameters
(declare (in) vec2 arg0)
(declare (in) vec2 arg1)
(declare (in) float arg2))
- ((return (expression vec2 + (expression vec2 * (var_ref arg0) (expression float - (constant float (1.000000)) (var_ref arg2))) (expression vec2 * (var_ref arg1) (var_ref arg2))))))
+ ((return (expression vec2 lrp (var_ref arg0) (var_ref arg1) (var_ref arg2)))))
(signature vec3
(parameters
(declare (in) vec3 arg0)
(declare (in) vec3 arg1)
(declare (in) float arg2))
- ((return (expression vec3 + (expression vec3 * (var_ref arg0) (expression float - (constant float (1.000000)) (var_ref arg2))) (expression vec3 * (var_ref arg1) (var_ref arg2))))))
+ ((return (expression vec3 lrp (var_ref arg0) (var_ref arg1) (var_ref arg2)))))
(signature vec4
(parameters
(declare (in) vec4 arg0)
(declare (in) vec4 arg1)
(declare (in) float arg2))
- ((return (expression vec4 + (expression vec4 * (var_ref arg0) (expression float - (constant float (1.000000)) (var_ref arg2))) (expression vec4 * (var_ref arg1) (var_ref arg2))))))
+ ((return (expression vec4 lrp (var_ref arg0) (var_ref arg1) (var_ref arg2)))))
(signature float
(parameters