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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/glx/indirect_vertex_array_priv.h
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]>
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