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path: root/src/glsl/ir_optimization.h
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* glsl: Implement the GLSL 1.30+ discard control flow rule in GLSL IR.Eric Anholt2012-05-141-0/+1
* glsl: Add an array splitting pass.Eric Anholt2012-04-111-0/+1
* glsl: Add a lowering pass to remove reads of shader output variables.Vincent Lejeune2012-01-061-0/+1
* glsl: Add uniform_locations_assigned parameter to do_dead_code opt passIan Romanick2011-10-251-2/+4
* glsl: Implement a lowering pass for gl_ClipDistance.Paul Berry2011-09-231-0/+1
* glsl: Use a separate div_to_mul_rcp lowering flag for integers.Bryan Cain2011-08-311-6/+7
* glsl: Factor out code that generates block of index comparisonsIan Romanick2011-07-231-0/+4
* glsl: Remove unused function prototypes.Paul Berry2011-07-081-2/+0
* glsl: Add a new opt_copy_propagation variant that does it channel-wise.Eric Anholt2011-02-041-0/+1
* glsl: Support if-flattening beyond a given maximum nesting depth.Kenneth Graunke2010-12-271-1/+1
* glsl: Lower ir_binop_pow to a sequence of EXP2 and LOG2Ian Romanick2010-12-011-2/+3
* glsl: Add a lowering pass to move discards out of if-statements.Kenneth Graunke2010-12-011-0/+1
* glsl: Add an optimization pass to simplify discards.Kenneth Graunke2010-12-011-0/+1
* glsl: Combine many instruction lowering passes into one.Kenneth Graunke2010-11-191-2/+8
* glsl: Add ir_quadop_vector expressionIan Romanick2010-11-191-0/+1
* glsl: Add a lowering pass for texture projection.Eric Anholt2010-09-301-0/+1
* glsl2: Add flags to enable variable index loweringIan Romanick2010-09-171-1/+2
* glsl: add pass to lower variable array indexing to conditional assignmentsLuca Barbieri2010-09-171-0/+1
* glsl2: Add pass to remove redundant jumpsIan Romanick2010-09-131-0/+1
* glsl: add continue/break/return unification/elimination pass (v2)Luca Barbieri2010-09-131-1/+1
* glsl2: Add lowering pass to remove noise opcodesIan Romanick2010-09-091-0/+1
* glsl: add several EmitNo* options, and MaxUnrollIterationsLuca Barbieri2010-09-081-1/+1
* glsl2: Add a pass to strip out noop swizzles.Eric Anholt2010-08-131-0/+1
* glsl2: Move the common optimization passes to a helper function.Eric Anholt2010-08-131-0/+2
* glsl2: Add a pass to transform ir_binop_sub to add(op0, neg(op1))Eric Anholt2010-08-091-0/+1
* glsl2: Add constant propagation.Eric Anholt2010-08-091-0/+1
* glsl2: Add a pass to convert exp and log to exp2 and log2.Eric Anholt2010-08-051-0/+1
* ir_structure_splitting: New pass to chop structures into their components.Eric Anholt2010-08-051-0/+1
* glsl2: Add a pass for removing unused functions.Eric Anholt2010-08-051-0/+1
* glsl2: Add new tree grafting optimization pass.Eric Anholt2010-07-311-0/+1
* glsl2: Make the dead code handler make its own talloc context.Eric Anholt2010-07-271-4/+2
* glsl2: Add optimization pass for algebraic simplifications.Eric Anholt2010-07-271-1/+2
* glsl2: Add a pass for converting if statements to conditional assignment.Eric Anholt2010-07-191-0/+1
* glsl2: Add a new pass at the IR level to break down matrix ops to vector ops.Eric Anholt2010-07-121-0/+1
* glsl2: Add a pass to simplify if statements returning from both sides.Eric Anholt2010-07-071-0/+1
* glsl2: Add pass for supporting variable vector indexing in rvalues.Eric Anholt2010-07-061-0/+1
* glsl2: Add a pass to break ir_binop_div to _mul and _rcp.Eric Anholt2010-07-021-0/+1
* glsl2: Add a pass to convert mod(a, b) to b * fract(a/b).Eric Anholt2010-07-011-0/+1
* glsl2: Use the parser state as the talloc context for dead code elimination.Eric Anholt2010-06-251-2/+4
* glsl2: Move the compiler to the subdirectory it will live in in Mesa.Eric Anholt2010-06-241-0/+41