Files
third_party_mesa3d/src/compiler/glsl/ir_optimization.h
Timothy Arceri d09a37ef54 glsl: remove never true do_dead_code() parameter
Since we have now switched all drivers to using NIR and therefore
the NIR based uniform linker this param never needs to be set to
true so remove it.

Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16924>
2022-06-08 22:58:50 +00:00

152 lines
6.4 KiB
C++

/*
* Copyright © 2010 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* \file ir_optimization.h
*
* Prototypes for optimization passes to be called by the compiler and drivers.
*/
#ifndef GLSL_IR_OPTIMIZATION_H
#define GLSL_IR_OPTIMIZATION_H
struct gl_linked_shader;
struct gl_shader_program;
/* Operations for lower_instructions() */
#define SUB_TO_ADD_NEG 0x01
#define LDEXP_TO_ARITH 0x80
#define CARRY_TO_ARITH 0x100
#define BORROW_TO_ARITH 0x200
#define DOPS_TO_DFRAC 0x800
#define DFREXP_DLDEXP_TO_ARITH 0x1000
#define BIT_COUNT_TO_MATH 0x02000
#define EXTRACT_TO_SHIFTS 0x04000
#define INSERT_TO_SHIFTS 0x08000
#define REVERSE_TO_SHIFTS 0x10000
#define FIND_LSB_TO_FLOAT_CAST 0x20000
#define FIND_MSB_TO_FLOAT_CAST 0x40000
#define IMUL_HIGH_TO_MUL 0x80000
#define SQRT_TO_ABS_SQRT 0x200000
/* Operations for lower_64bit_integer_instructions() */
#define DIV64 (1U << 0)
#define MOD64 (1U << 1)
/**
* \see class lower_packing_builtins_visitor
*/
enum lower_packing_builtins_op {
LOWER_PACK_UNPACK_NONE = 0x0000,
LOWER_PACK_SNORM_2x16 = 0x0001,
LOWER_UNPACK_SNORM_2x16 = 0x0002,
LOWER_PACK_UNORM_2x16 = 0x0004,
LOWER_UNPACK_UNORM_2x16 = 0x0008,
LOWER_PACK_HALF_2x16 = 0x0010,
LOWER_UNPACK_HALF_2x16 = 0x0020,
LOWER_PACK_SNORM_4x8 = 0x0040,
LOWER_UNPACK_SNORM_4x8 = 0x0080,
LOWER_PACK_UNORM_4x8 = 0x0100,
LOWER_UNPACK_UNORM_4x8 = 0x0200,
LOWER_PACK_USE_BFI = 0x0400,
LOWER_PACK_USE_BFE = 0x0800,
};
bool do_common_optimization(exec_list *ir, bool linked,
const struct gl_shader_compiler_options *options,
bool native_integers);
bool ir_constant_fold(ir_rvalue **rvalue);
bool do_rebalance_tree(exec_list *instructions);
bool do_algebraic(exec_list *instructions, bool native_integers,
const struct gl_shader_compiler_options *options);
bool opt_conditional_discard(exec_list *instructions);
bool do_constant_folding(exec_list *instructions);
bool do_constant_variable(exec_list *instructions);
bool do_constant_variable_unlinked(exec_list *instructions);
bool do_copy_propagation_elements(exec_list *instructions);
bool do_constant_propagation(exec_list *instructions);
bool do_dead_code(exec_list *instructions);
bool do_dead_code_local(exec_list *instructions);
bool do_dead_code_unlinked(exec_list *instructions);
bool do_dead_functions(exec_list *instructions);
bool opt_flip_matrices(exec_list *instructions);
bool do_function_inlining(exec_list *instructions);
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 do_if_simplification(exec_list *instructions);
bool opt_flatten_nested_if_blocks(exec_list *instructions);
bool do_mat_op_to_vec(exec_list *instructions);
bool do_minmax_prune(exec_list *instructions);
bool do_structure_splitting(exec_list *instructions);
bool optimize_swizzles(exec_list *instructions);
bool do_tree_grafting(exec_list *instructions);
bool do_vec_index_to_cond_assign(exec_list *instructions);
bool do_vec_index_to_swizzle(exec_list *instructions);
bool lower_discard(exec_list *instructions);
void lower_discard_flow(exec_list *instructions);
bool lower_instructions(exec_list *instructions, unsigned what_to_lower);
bool lower_clip_cull_distance(struct gl_shader_program *prog,
gl_linked_shader *shader);
void lower_output_reads(unsigned stage, exec_list *instructions);
bool lower_packing_builtins(exec_list *instructions, int op_mask);
void lower_shared_reference(const struct gl_constants *consts,
struct gl_shader_program *prog,
struct gl_linked_shader *shader);
bool lower_vector_insert(exec_list *instructions, bool lower_nonconstant_index);
bool lower_vector_derefs(gl_linked_shader *shader);
void lower_named_interface_blocks(void *mem_ctx, gl_linked_shader *shader);
bool optimize_split_arrays(exec_list *instructions, bool linked);
bool lower_offset_arrays(exec_list *instructions);
void optimize_dead_builtin_variables(exec_list *instructions,
enum ir_variable_mode other);
bool lower_tess_level(gl_linked_shader *shader);
bool lower_vertex_id(gl_linked_shader *shader);
bool lower_cs_derived(gl_linked_shader *shader);
bool lower_blend_equation_advanced(gl_linked_shader *shader, bool coherent);
bool lower_builtins(exec_list *instructions);
bool lower_subroutine(exec_list *instructions, struct _mesa_glsl_parse_state *state);
bool propagate_invariance(exec_list *instructions);
namespace ir_builder { class ir_factory; };
ir_variable *compare_index_block(ir_builder::ir_factory &body,
ir_variable *index,
unsigned base, unsigned components);
bool lower_64bit_integer_instructions(exec_list *instructions,
unsigned what_to_lower);
void lower_precision(const struct gl_shader_compiler_options *options,
exec_list *instructions);
#endif /* GLSL_IR_OPTIMIZATION_H */