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* glsl: Convert mix() to use a new ir_triop_lrp opcode.Kenneth Graunke2013-02-281-0/+35
| | | | | | | | | | | | | | | | | | | | | | | | 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]>
* glsl: fix unop/binop errors in commentsBrian Paul2012-07-031-2/+2
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* glsl: Use a separate div_to_mul_rcp lowering flag for integers.Bryan Cain2011-08-311-55/+70
| | | | | | | | | | | | | | Using multiply and reciprocal for integer division involves potentially lossy floating point conversions. This is okay for older GPUs that represent integers as floating point, but undesirable for GPUs with native integer division instructions. TGSI, for example, has UDIV/IDIV instructions for integer division, so it makes sense to handle this directly. Likewise for i965. Reviewed-by: Ian Romanick <[email protected]> Signed-off-by: Bryan Cain <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]>
* glsl: Fix type error when lowering integer divisionsPaul Berry2011-08-161-0/+4
| | | | | | | | | | | | | | | | | | | This patch fixes a bug when lowering an integer division: x/y to a multiplication by a reciprocal: int(float(x)*reciprocal(float(y))) If x was a plain int and y was an ivecN, the lowering pass incorrectly assigned the type of the product to be float, when in fact it should be vecN. This caused mesa to abort with an IR validation error. Fixes piglit tests {fs,vs}-op-div-int-ivec{2,3,4}. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Don't use MOD_TO_FRACT lowering on GLSL 1.30's % operator.Kenneth Graunke2011-06-291-1/+1
| | | | | | | | | | | | | MOD_TO_FRACT was designed to lower the GLSL 1.20 mod() function, which operates on floating point values. However, we also use ir_binop_mod for GLSL 1.30's % operator, which operates on integers. For now, make MOD_TO_FRACT only apply to floating-point mod operations. In the future, we may want to add a lowering pass for integer-based mod. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* glsl: Fix DIV_TO_MUL_RCP lowering for uint result types.Kenneth Graunke2011-06-291-2/+7
| | | | | | | | f2i results in an int/ivec; we need i2u to get a uint/uvec. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* glsl: Lower ir_binop_pow to a sequence of EXP2 and LOG2Ian Romanick2010-12-011-0/+26
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* glsl: Use M_LOG2E constant instead of calling log2Ian Romanick2010-12-011-3/+3
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* glsl: Combine many instruction lowering passes into one.Kenneth Graunke2010-11-191-0/+262
This should save on the overhead of tree-walking and provide a convenient place to add more instruction lowering in the future. Signed-off-by: Ian Romanick <[email protected]>