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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@@ -468,6 +468,12 @@ ir_validate::visit_leave(ir_expression *ir)
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assert(ir->operands[1]->type == glsl_type::uint_type);
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break;
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case ir_triop_lrp:
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assert(ir->operands[0]->type->base_type == GLSL_TYPE_FLOAT);
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assert(ir->operands[0]->type == ir->operands[1]->type);
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assert(ir->operands[2]->type == ir->operands[0]->type || ir->operands[2]->type == glsl_type::float_type);
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break;
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case ir_quadop_vector:
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/* The vector operator collects some number of scalars and generates a
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* vector from them.
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