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* glsl: Optimize ir_triop_lrp(x, y, a) with a = 0.0f or 1.0fMatt Turner2013-02-281-0/+11
| | | | | Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Convert mix() to use a new ir_triop_lrp opcode.Kenneth Graunke2013-02-281-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | 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: Transform dot product by a basis vector into a swizzleMatt Turner2012-06-121-0/+24
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Check for zero vectors in ir_binop_dotMatt Turner2012-06-121-0/+7
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Put a bunch of optimization visitors under anonymous namespaces.Eric Anholt2012-06-111-0/+4
| | | | | | | | | | | | | | | | | Because these classes are used entirely from their own source files and not from separate DSOs, the linker gets to produce massively less code. This cuts about 13k of text in the libdricore case. In the non-libdricore case, the additional linkage information allows the compiler to inline some code, so libglsl.a size actually increases by about 300 bytes. For a dricore build, improves shader_runner runtime on glsl-fs-copy-propagation-texcoords-1 by 0.21% +/- 0.03% (n=353574, outliers removed). No statistically significant difference with n=322 on glslparsertest on a yofrankie shader intended to test compiler performance. Reviewed-by: Kenneth Graunke <[email protected]>
* Convert everything from the talloc API to the ralloc API.Kenneth Graunke2011-01-311-1/+1
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* glsl: fix matrix type check in ir_algebraicAras Pranckevicius2010-11-301-2/+2
| | | | Fixes glsl-mat-mul-1.
* glsl: Add ir_quadop_vector expressionIan Romanick2010-11-191-1/+1
| | | | | | | | | | The vector operator collects 2, 3, or 4 scalar components into a vector. Doing this has several advantages. First, it will make ud-chain tracking for components of vectors much easier. Second, a later optimization pass could collect scalars into vectors to allow generation of SWZ instructions (or similar as operands to other instructions on R200 and i915). It also enables an easy way to generate IR for SWZ instructions in the ARB_vertex_program assembler.
* glsl: Eliminate assumptions about size of ir_expression::operandsIan Romanick2010-11-191-0/+1
| | | | This may grow in the near future.
* glsl: Fix Doxygen tag \file in recently renamed filesChad Versace2010-11-171-1/+1
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* glsl: Refactor is_vec_{zero,one} to be methods of ir_constantIan Romanick2010-11-161-68/+4
| | | | These predicates will be used in other places soon.
* glsl: Rename various ir_* files to lower_* and opt_*.Kenneth Graunke2010-11-151-0/+474
This helps distinguish between lowering passes, optimization passes, and other compiler code.