1/* 2 * Copyright © 2010 Intel Corporation 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 21 * DEALINGS IN THE SOFTWARE. 22 */ 23 24/** 25 * \file ir_optimization.h 26 * 27 * Prototypes for optimization passes to be called by the compiler and drivers. 28 */ 29 30#ifndef GLSL_IR_OPTIMIZATION_H 31#define GLSL_IR_OPTIMIZATION_H 32 33struct gl_linked_shader; 34struct gl_shader_program; 35 36/* Operations for lower_instructions() */ 37#define SUB_TO_ADD_NEG 0x01 38#define FDIV_TO_MUL_RCP 0x02 39#define EXP_TO_EXP2 0x04 40#define POW_TO_EXP2 0x08 41#define LOG_TO_LOG2 0x10 42#define MOD_TO_FLOOR 0x20 43#define INT_DIV_TO_MUL_RCP 0x40 44#define LDEXP_TO_ARITH 0x80 45#define CARRY_TO_ARITH 0x100 46#define BORROW_TO_ARITH 0x200 47#define SAT_TO_CLAMP 0x400 48#define DOPS_TO_DFRAC 0x800 49#define DFREXP_DLDEXP_TO_ARITH 0x1000 50#define BIT_COUNT_TO_MATH 0x02000 51#define EXTRACT_TO_SHIFTS 0x04000 52#define INSERT_TO_SHIFTS 0x08000 53#define REVERSE_TO_SHIFTS 0x10000 54#define FIND_LSB_TO_FLOAT_CAST 0x20000 55#define FIND_MSB_TO_FLOAT_CAST 0x40000 56#define IMUL_HIGH_TO_MUL 0x80000 57#define DDIV_TO_MUL_RCP 0x100000 58#define DIV_TO_MUL_RCP (FDIV_TO_MUL_RCP | DDIV_TO_MUL_RCP) 59#define SQRT_TO_ABS_SQRT 0x200000 60#define MUL64_TO_MUL_AND_MUL_HIGH 0x400000 61 62/* Opertaions for lower_64bit_integer_instructions() */ 63#define MUL64 (1U << 0) 64#define SIGN64 (1U << 1) 65#define DIV64 (1U << 2) 66#define MOD64 (1U << 3) 67 68/** 69 * \see class lower_packing_builtins_visitor 70 */ 71enum lower_packing_builtins_op { 72 LOWER_PACK_UNPACK_NONE = 0x0000, 73 74 LOWER_PACK_SNORM_2x16 = 0x0001, 75 LOWER_UNPACK_SNORM_2x16 = 0x0002, 76 77 LOWER_PACK_UNORM_2x16 = 0x0004, 78 LOWER_UNPACK_UNORM_2x16 = 0x0008, 79 80 LOWER_PACK_HALF_2x16 = 0x0010, 81 LOWER_UNPACK_HALF_2x16 = 0x0020, 82 83 LOWER_PACK_SNORM_4x8 = 0x0040, 84 LOWER_UNPACK_SNORM_4x8 = 0x0080, 85 86 LOWER_PACK_UNORM_4x8 = 0x0100, 87 LOWER_UNPACK_UNORM_4x8 = 0x0200, 88 89 LOWER_PACK_USE_BFI = 0x0400, 90 LOWER_PACK_USE_BFE = 0x0800, 91}; 92 93bool do_common_optimization(exec_list *ir, bool linked, 94 bool uniform_locations_assigned, 95 const struct gl_shader_compiler_options *options, 96 bool native_integers); 97 98bool ir_constant_fold(ir_rvalue **rvalue); 99 100bool do_rebalance_tree(exec_list *instructions); 101bool do_algebraic(exec_list *instructions, bool native_integers, 102 const struct gl_shader_compiler_options *options); 103bool opt_conditional_discard(exec_list *instructions); 104bool do_constant_folding(exec_list *instructions); 105bool do_constant_variable(exec_list *instructions); 106bool do_constant_variable_unlinked(exec_list *instructions); 107bool do_copy_propagation_elements(exec_list *instructions); 108bool do_constant_propagation(exec_list *instructions); 109void do_dead_builtin_varyings(struct gl_context *ctx, 110 gl_linked_shader *producer, 111 gl_linked_shader *consumer, 112 unsigned num_tfeedback_decls, 113 class tfeedback_decl *tfeedback_decls); 114bool do_dead_code(exec_list *instructions, bool uniform_locations_assigned); 115bool do_dead_code_local(exec_list *instructions); 116bool do_dead_code_unlinked(exec_list *instructions); 117bool do_dead_functions(exec_list *instructions); 118bool opt_flip_matrices(exec_list *instructions); 119bool do_function_inlining(exec_list *instructions); 120bool 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); 121bool do_lower_texture_projection(exec_list *instructions); 122bool do_if_simplification(exec_list *instructions); 123bool opt_flatten_nested_if_blocks(exec_list *instructions); 124bool do_discard_simplification(exec_list *instructions); 125bool lower_if_to_cond_assign(gl_shader_stage stage, exec_list *instructions, 126 unsigned max_depth = 0, unsigned min_branch_cost = 0); 127bool do_mat_op_to_vec(exec_list *instructions); 128bool do_minmax_prune(exec_list *instructions); 129bool do_structure_splitting(exec_list *instructions); 130bool optimize_swizzles(exec_list *instructions); 131bool do_vectorize(exec_list *instructions); 132bool do_tree_grafting(exec_list *instructions); 133bool do_vec_index_to_cond_assign(exec_list *instructions); 134bool do_vec_index_to_swizzle(exec_list *instructions); 135bool lower_discard(exec_list *instructions); 136void lower_discard_flow(exec_list *instructions); 137bool lower_instructions(exec_list *instructions, unsigned what_to_lower); 138bool lower_noise(exec_list *instructions); 139bool lower_variable_index_to_cond_assign(gl_shader_stage stage, 140 exec_list *instructions, bool lower_input, bool lower_output, 141 bool lower_temp, bool lower_uniform); 142bool lower_quadop_vector(exec_list *instructions, bool dont_lower_swz); 143bool lower_const_arrays_to_uniforms(exec_list *instructions, unsigned stage); 144bool lower_clip_cull_distance(struct gl_shader_program *prog, 145 gl_linked_shader *shader); 146void lower_output_reads(unsigned stage, exec_list *instructions); 147bool lower_packing_builtins(exec_list *instructions, int op_mask); 148void lower_shared_reference(struct gl_context *ctx, 149 struct gl_shader_program *prog, 150 struct gl_linked_shader *shader); 151void lower_ubo_reference(struct gl_linked_shader *shader, 152 bool clamp_block_indices, bool use_std430_as_default); 153void lower_packed_varyings(void *mem_ctx, 154 unsigned locations_used, 155 const uint8_t *components, 156 ir_variable_mode mode, 157 unsigned gs_input_vertices, 158 gl_linked_shader *shader, 159 bool disable_varying_packing, bool xfb_enabled); 160bool lower_vector_insert(exec_list *instructions, bool lower_nonconstant_index); 161bool lower_vector_derefs(gl_linked_shader *shader); 162void lower_named_interface_blocks(void *mem_ctx, gl_linked_shader *shader); 163bool optimize_redundant_jumps(exec_list *instructions); 164bool optimize_split_arrays(exec_list *instructions, bool linked); 165bool lower_offset_arrays(exec_list *instructions); 166void optimize_dead_builtin_variables(exec_list *instructions, 167 enum ir_variable_mode other); 168bool lower_tess_level(gl_linked_shader *shader); 169 170bool lower_vertex_id(gl_linked_shader *shader); 171bool lower_cs_derived(gl_linked_shader *shader); 172bool lower_blend_equation_advanced(gl_linked_shader *shader, bool coherent); 173 174bool lower_subroutine(exec_list *instructions, struct _mesa_glsl_parse_state *state); 175void propagate_invariance(exec_list *instructions); 176 177namespace ir_builder { class ir_factory; }; 178 179ir_variable *compare_index_block(ir_builder::ir_factory &body, 180 ir_variable *index, 181 unsigned base, unsigned components); 182 183bool lower_64bit_integer_instructions(exec_list *instructions, 184 unsigned what_to_lower); 185 186#endif /* GLSL_IR_OPTIMIZATION_H */ 187