glsl: Drop constant 0.0 components from dot products.
Helps a small number of vertex shaders in the games Dungeon Defenders and Shank, as well as an internal benchmark. instructions in affected programs: 2801 -> 2719 (-2.93%) Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -553,6 +553,33 @@ ir_algebraic_visitor::handle_expression(ir_expression *ir)
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}
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}
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return new(mem_ctx) ir_swizzle(ir->operands[0], component, 0, 0, 0, 1);
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return new(mem_ctx) ir_swizzle(ir->operands[0], component, 0, 0, 0, 1);
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}
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}
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for (int i = 0; i < 2; i++) {
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if (!op_const[i])
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continue;
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unsigned components[4] = { 0 }, count = 0;
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for (unsigned c = 0; c < op_const[i]->type->vector_elements; c++) {
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if (op_const[i]->value.f[c] == 0.0)
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continue;
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components[count] = c;
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count++;
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}
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/* No channels had zero values; bail. */
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if (count >= op_const[i]->type->vector_elements)
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break;
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/* Swizzle both operands to remove the channels that were zero. */
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return new(mem_ctx)
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ir_expression(ir_binop_dot, glsl_type::float_type,
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new(mem_ctx) ir_swizzle(ir->operands[0],
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components, count),
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new(mem_ctx) ir_swizzle(ir->operands[1],
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components, count));
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}
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break;
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break;
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case ir_binop_less:
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case ir_binop_less:
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