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/*
* 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_64bit_integer_instructions() */
#define DIV64 (1U << 0)
#define MOD64 (1U << 1)
bool do_common_optimization(exec_list *ir, bool linked,
const struct gl_shader_compiler_options *options,
bool native_integers);
bool do_rebalance_tree(exec_list *instructions);
bool do_algebraic(exec_list *instructions, bool native_integers,
const struct gl_shader_compiler_options *options);
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_tree_grafting(exec_list *instructions);
bool do_vec_index_to_cond_assign(exec_list *instructions);
bool lower_discard(exec_list *instructions);
void lower_discard_flow(exec_list *instructions);
bool lower_instructions(exec_list *instructions,
bool have_dround,
bool have_gpu_shader5);
bool lower_clip_cull_distance(struct gl_shader_program *prog,
gl_linked_shader *shader);
bool lower_packing_builtins(exec_list *instructions,
bool has_shading_language_packing,
bool has_gpu_shader5,
bool has_half_float_packing);
bool lower_vector_derefs(gl_linked_shader *shader);
void lower_named_interface_blocks(void *mem_ctx, gl_linked_shader *shader);
void optimize_dead_builtin_variables(exec_list *instructions,
enum ir_variable_mode other);
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; };
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 */
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