glsl: Convert mix() to use a new ir_triop_lrp opcode.
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 <mattst88@gmail.com> Reviewed-by: Eric Anholt <eric@anholt.net> Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
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Matt Turner

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18281d6088
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93066ce129
@@ -1248,6 +1248,19 @@ ir_expression::constant_expression_value(struct hash_table *variable_context)
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}
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break;
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case ir_triop_lrp: {
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assert(op[0]->type->base_type == GLSL_TYPE_FLOAT);
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assert(op[1]->type->base_type == GLSL_TYPE_FLOAT);
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assert(op[2]->type->base_type == GLSL_TYPE_FLOAT);
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unsigned c2_inc = op[2]->type->is_scalar() ? 0 : 1;
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for (unsigned c = 0, c2 = 0; c < components; c2 += c2_inc, c++) {
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data.f[c] = op[0]->value.f[c] * (1.0f - op[2]->value.f[c2]) +
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(op[1]->value.f[c] * op[2]->value.f[c2]);
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}
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break;
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}
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case ir_quadop_vector:
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for (unsigned c = 0; c < this->type->vector_elements; c++) {
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switch (this->type->base_type) {
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