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