glsl: move to compiler/
Signed-off-by: Emil Velikov <emil.velikov@collabora.com> Acked-by: Matt Turner <mattst88@gmail.com> Acked-by: Jose Fonseca <jfonseca@vmware.com>
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Emil Velikov

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src/compiler/glsl/ir_optimization.h
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src/compiler/glsl/ir_optimization.h
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/*
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* Copyright © 2010 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file ir_optimization.h
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*
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* Prototypes for optimization passes to be called by the compiler and drivers.
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*/
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/* Operations for lower_instructions() */
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#define SUB_TO_ADD_NEG 0x01
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#define DIV_TO_MUL_RCP 0x02
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#define EXP_TO_EXP2 0x04
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#define POW_TO_EXP2 0x08
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#define LOG_TO_LOG2 0x10
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#define MOD_TO_FLOOR 0x20
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#define INT_DIV_TO_MUL_RCP 0x40
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#define LDEXP_TO_ARITH 0x80
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#define CARRY_TO_ARITH 0x100
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#define BORROW_TO_ARITH 0x200
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#define SAT_TO_CLAMP 0x400
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#define DOPS_TO_DFRAC 0x800
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#define DFREXP_DLDEXP_TO_ARITH 0x1000
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/**
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* \see class lower_packing_builtins_visitor
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*/
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enum lower_packing_builtins_op {
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LOWER_PACK_UNPACK_NONE = 0x0000,
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LOWER_PACK_SNORM_2x16 = 0x0001,
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LOWER_UNPACK_SNORM_2x16 = 0x0002,
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LOWER_PACK_UNORM_2x16 = 0x0004,
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LOWER_UNPACK_UNORM_2x16 = 0x0008,
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LOWER_PACK_HALF_2x16 = 0x0010,
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LOWER_UNPACK_HALF_2x16 = 0x0020,
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LOWER_PACK_HALF_2x16_TO_SPLIT = 0x0040,
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LOWER_UNPACK_HALF_2x16_TO_SPLIT = 0x0080,
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LOWER_PACK_SNORM_4x8 = 0x0100,
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LOWER_UNPACK_SNORM_4x8 = 0x0200,
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LOWER_PACK_UNORM_4x8 = 0x0400,
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LOWER_UNPACK_UNORM_4x8 = 0x0800,
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LOWER_PACK_USE_BFI = 0x1000,
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LOWER_PACK_USE_BFE = 0x2000,
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};
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bool do_common_optimization(exec_list *ir, bool linked,
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bool uniform_locations_assigned,
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const struct gl_shader_compiler_options *options,
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bool native_integers);
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bool do_rebalance_tree(exec_list *instructions);
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bool do_algebraic(exec_list *instructions, bool native_integers,
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const struct gl_shader_compiler_options *options);
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bool opt_conditional_discard(exec_list *instructions);
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bool do_constant_folding(exec_list *instructions);
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bool do_constant_variable(exec_list *instructions);
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bool do_constant_variable_unlinked(exec_list *instructions);
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bool do_copy_propagation(exec_list *instructions);
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bool do_copy_propagation_elements(exec_list *instructions);
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bool do_constant_propagation(exec_list *instructions);
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void do_dead_builtin_varyings(struct gl_context *ctx,
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gl_shader *producer, gl_shader *consumer,
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unsigned num_tfeedback_decls,
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class tfeedback_decl *tfeedback_decls);
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bool do_dead_code(exec_list *instructions, bool uniform_locations_assigned);
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bool do_dead_code_local(exec_list *instructions);
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bool do_dead_code_unlinked(exec_list *instructions);
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bool do_dead_functions(exec_list *instructions);
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bool opt_flip_matrices(exec_list *instructions);
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bool do_function_inlining(exec_list *instructions);
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bool do_lower_jumps(exec_list *instructions, bool pull_out_jumps = true, bool lower_sub_return = true, bool lower_main_return = false, bool lower_continue = false, bool lower_break = false);
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bool do_lower_texture_projection(exec_list *instructions);
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bool do_if_simplification(exec_list *instructions);
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bool opt_flatten_nested_if_blocks(exec_list *instructions);
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bool do_discard_simplification(exec_list *instructions);
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bool lower_if_to_cond_assign(exec_list *instructions, unsigned max_depth = 0);
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bool do_mat_op_to_vec(exec_list *instructions);
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bool do_minmax_prune(exec_list *instructions);
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bool do_noop_swizzle(exec_list *instructions);
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bool do_structure_splitting(exec_list *instructions);
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bool do_swizzle_swizzle(exec_list *instructions);
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bool do_vectorize(exec_list *instructions);
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bool do_tree_grafting(exec_list *instructions);
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bool do_vec_index_to_cond_assign(exec_list *instructions);
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bool do_vec_index_to_swizzle(exec_list *instructions);
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bool lower_discard(exec_list *instructions);
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void lower_discard_flow(exec_list *instructions);
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bool lower_instructions(exec_list *instructions, unsigned what_to_lower);
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bool lower_noise(exec_list *instructions);
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bool lower_variable_index_to_cond_assign(gl_shader_stage stage,
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exec_list *instructions, bool lower_input, bool lower_output,
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bool lower_temp, bool lower_uniform);
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bool lower_quadop_vector(exec_list *instructions, bool dont_lower_swz);
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bool lower_const_arrays_to_uniforms(exec_list *instructions);
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bool lower_clip_distance(gl_shader *shader);
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void lower_output_reads(unsigned stage, exec_list *instructions);
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bool lower_packing_builtins(exec_list *instructions, int op_mask);
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void lower_shared_reference(struct gl_shader *shader, unsigned *shared_size);
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void lower_ubo_reference(struct gl_shader *shader);
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void lower_packed_varyings(void *mem_ctx,
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unsigned locations_used, ir_variable_mode mode,
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unsigned gs_input_vertices, gl_shader *shader);
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bool lower_vector_insert(exec_list *instructions, bool lower_nonconstant_index);
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bool lower_vector_derefs(gl_shader *shader);
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void lower_named_interface_blocks(void *mem_ctx, gl_shader *shader);
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bool optimize_redundant_jumps(exec_list *instructions);
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bool optimize_split_arrays(exec_list *instructions, bool linked);
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bool lower_offset_arrays(exec_list *instructions);
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void optimize_dead_builtin_variables(exec_list *instructions,
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enum ir_variable_mode other);
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bool lower_tess_level(gl_shader *shader);
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bool lower_vertex_id(gl_shader *shader);
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bool lower_subroutine(exec_list *instructions, struct _mesa_glsl_parse_state *state);
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ir_rvalue *
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compare_index_block(exec_list *instructions, ir_variable *index,
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unsigned base, unsigned components, void *mem_ctx);
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