/* * 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 /* Operations for lower_instructions() */ #define SUB_TO_ADD_NEG 0x01 #define FDIV_TO_MUL_RCP 0x02 #define EXP_TO_EXP2 0x04 #define POW_TO_EXP2 0x08 #define LOG_TO_LOG2 0x10 #define MOD_TO_FLOOR 0x20 #define INT_DIV_TO_MUL_RCP 0x40 #define LDEXP_TO_ARITH 0x80 #define CARRY_TO_ARITH 0x100 #define BORROW_TO_ARITH 0x200 #define SAT_TO_CLAMP 0x400 #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 DDIV_TO_MUL_RCP 0x100000 #define DIV_TO_MUL_RCP (FDIV_TO_MUL_RCP | DDIV_TO_MUL_RCP) #define SQRT_TO_ABS_SQRT 0x200000 /* Opertaions for lower_64bit_integer_instructions() */ #define MUL64 (1U << 0) #define SIGN64 (1U << 1) #define DIV64 (1U << 2) #define MOD64 (1U << 3) /** * \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, bool uniform_locations_assigned, 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(exec_list *instructions); bool do_copy_propagation_elements(exec_list *instructions); bool do_constant_propagation(exec_list *instructions); void do_dead_builtin_varyings(struct gl_context *ctx, gl_linked_shader *producer, gl_linked_shader *consumer, unsigned num_tfeedback_decls, class tfeedback_decl *tfeedback_decls); bool do_dead_code(exec_list *instructions, bool uniform_locations_assigned); 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 lower_break = false); bool do_lower_texture_projection(exec_list *instructions); bool do_if_simplification(exec_list *instructions); bool opt_flatten_nested_if_blocks(exec_list *instructions); bool do_discard_simplification(exec_list *instructions); bool lower_if_to_cond_assign(gl_shader_stage stage, exec_list *instructions, unsigned max_depth = 0, unsigned min_branch_cost = 0); 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_vectorize(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_noise(exec_list *instructions); bool lower_variable_index_to_cond_assign(gl_shader_stage stage, exec_list *instructions, bool lower_input, bool lower_output, bool lower_temp, bool lower_uniform); bool lower_quadop_vector(exec_list *instructions, bool dont_lower_swz); bool lower_const_arrays_to_uniforms(exec_list *instructions, unsigned stage); 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(struct gl_context *ctx, struct gl_shader_program *prog, struct gl_linked_shader *shader); void lower_ubo_reference(struct gl_linked_shader *shader, bool clamp_block_indices, bool use_std430_as_default); void lower_packed_varyings(void *mem_ctx, unsigned locations_used, const uint8_t *components, ir_variable_mode mode, unsigned gs_input_vertices, gl_linked_shader *shader, bool disable_varying_packing, bool xfb_enabled); 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_redundant_jumps(exec_list *instructions); 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 lower_subroutine(exec_list *instructions, struct _mesa_glsl_parse_state *state); void 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); #endif /* GLSL_IR_OPTIMIZATION_H */