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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/glsl/ir_optimization.h
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]>
Diffstat (limited to 'src/glsl/ir_optimization.h')
-rw-r--r--src/glsl/ir_optimization.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/glsl/ir_optimization.h b/src/glsl/ir_optimization.h
index 2454bbe6f66..a8885d7225b 100644
--- a/src/glsl/ir_optimization.h
+++ b/src/glsl/ir_optimization.h
@@ -82,6 +82,7 @@ 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);