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authorMatt Turner <[email protected]>2015-03-27 17:13:51 -0700
committerMatt Turner <[email protected]>2015-03-31 14:01:15 -0700
commit2c38f891ad82881cd3cc6e4323bfca7bdb13d13a (patch)
treebd04bc7cc008aea3ea525f5f1bfe03a45dd80d14 /src/glsl/opt_algebraic.cpp
parentcf2dc1624fe711ad0aa89322a1142eae46bbfc30 (diff)
glsl: Reassociate multiplication of mat*mat*vec.
The typical case of mat4*mat4*vec4 is 80 scalar multiplications, but mat4*(mat4*vec4) is only 32. On HSW (with vec4 vertex shaders): instructions in affected programs: 4420 -> 3194 (-27.74%) On BDW (with scalar vertex shaders): instructions in affected programs: 12756 -> 6726 (-47.27%) Implementing a general matrix chain ordering is harder (or at least tedious) because of having to walk the GLSL IR to create a list of multiplicands. I'm guessing that this patch handles 90+% of cases, but of course to tell definitively you'd have to implement the general thing. Reviewed-by: Chris Forbes <[email protected]>
Diffstat (limited to 'src/glsl/opt_algebraic.cpp')
-rw-r--r--src/glsl/opt_algebraic.cpp14
1 files changed, 14 insertions, 0 deletions
diff --git a/src/glsl/opt_algebraic.cpp b/src/glsl/opt_algebraic.cpp
index 98c852ae8ba..a940d2f1cd4 100644
--- a/src/glsl/opt_algebraic.cpp
+++ b/src/glsl/opt_algebraic.cpp
@@ -290,6 +290,20 @@ ir_algebraic_visitor::handle_expression(ir_expression *ir)
ir_expression *op_expr[4] = {NULL, NULL, NULL, NULL};
unsigned int i;
+ if (ir->operation == ir_binop_mul &&
+ ir->operands[0]->type->is_matrix() &&
+ ir->operands[1]->type->is_vector()) {
+ ir_expression *matrix_mul = ir->operands[0]->as_expression();
+
+ if (matrix_mul && matrix_mul->operation == ir_binop_mul &&
+ matrix_mul->operands[0]->type->is_matrix() &&
+ matrix_mul->operands[1]->type->is_matrix()) {
+
+ return mul(matrix_mul->operands[0],
+ mul(matrix_mul->operands[1], ir->operands[1]));
+ }
+ }
+
assert(ir->get_num_operands() <= 4);
for (i = 0; i < ir->get_num_operands(); i++) {
if (ir->operands[i]->type->is_matrix())