| Commit message (Collapse) | Author | Age | Files | Lines |
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This helps distinguish between lowering passes, optimization passes, and
other compiler code.
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Currently GLSL IR forbids any vector comparisons, and defines "ir_binop_equal"
and "ir_binop_nequal" to compare all elements and give a single bool.
This is highly unintuitive and prevents generation of optimal Mesa IR.
Hence, first rename "ir_binop_equal" to "ir_binop_all_equal" and
"ir_binop_nequal" to "ir_binop_any_nequal".
Second, readd "ir_binop_equal" and "ir_binop_nequal" with the same semantics
as less, lequal, etc.
Third, allow all comparisons to acts on vectors.
Signed-off-by: Ian Romanick <[email protected]>
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Reduces glsl-vs-all-01 from 42 Mesa IR instructions (including the
END) to 17.
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When simplifying (vec4(1.0) / (float(x))) to rcp(float(x)), we forgot
to produce a vec4, angering ir_validate when starting alien-arena.
Fixes:
glsl-algebraic-add-zero-2
glsl-algebraic-div-one-2
glsl-algebraic-mul-one-2
glsl-algebraic-sub-zero-3
glsl-algebraic-rcp-sqrt-2
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This could reduce the amount of memory used by a shader tree after
optimization, and increases consistency with other passes.
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I keep copy and pasting this code all over, so consolidate it in one
place.
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It's rather easy to produce two constant multiplies separated by other
multiplies while writing a BRDF shader, and non-obvious enough in the
resulting codegen that I didn't catch it in my demo code until just
recently. Cuts 3 965 instructions from my demo (<1%), and 20 from
glsl-fs-raytrace (1.3%).
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Currently only ir_binop_equal and ir_binop_nequal are supported, but
soon all of the relational operators will be added. Making this
change now will simplify those commits.
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This cleans up the assembly output of almost all the non-logic tests
glsl-algebraic-*. glsl-algebraic-pow-two needs love (basically,
flattening to a temporary and squaring it).
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