glsl: Optimize (not A) or (not B) into not (A and B).

A few Serious Sam 3 shaders affected:

instructions in affected programs:     4384 -> 4344 (-0.91%)

Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Matt Turner
2013-10-23 16:40:16 -07:00
parent e52959e961
commit 65a600f58a

View File

@@ -32,8 +32,11 @@
#include "ir_visitor.h"
#include "ir_rvalue_visitor.h"
#include "ir_optimization.h"
#include "ir_builder.h"
#include "glsl_types.h"
using namespace ir_builder;
namespace {
/**
@@ -436,6 +439,15 @@ ir_algebraic_visitor::handle_expression(ir_expression *ir)
this->progress = true;
return new(mem_ctx) ir_constant(ir->type, &data);
} else if (op_expr[0] && op_expr[0]->operation == ir_unop_logic_not &&
op_expr[1] && op_expr[1]->operation == ir_unop_logic_not) {
/* De Morgan's Law:
* (not A) or (not B) === not (A and B)
*/
temp = logic_not(logic_and(op_expr[0]->operands[0],
op_expr[1]->operands[0]));
this->progress = true;
return swizzle_if_required(ir, temp);
}
break;