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glsl2: Add a pass to transform ir_binop_sub to add(op0, neg(op1))
All the current HW backends transform subtract to adding the negation, so I haven't bothered peepholing it back out in Mesa IR. This allows some subtract of subtract to get removed in ir_algebraic.
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5 changed files with 80 additions and 0 deletions
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@ -59,6 +59,7 @@ CXX_SOURCES = \
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ir_reader.cpp \
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ir_reader.cpp \
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ir_set_program_inouts.cpp \
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ir_set_program_inouts.cpp \
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ir_structure_splitting.cpp \
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ir_structure_splitting.cpp \
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ir_sub_to_add_neg.cpp \
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ir_swizzle_swizzle.cpp \
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ir_swizzle_swizzle.cpp \
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ir_tree_grafting.cpp \
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ir_tree_grafting.cpp \
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ir_validate.cpp \
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ir_validate.cpp \
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@ -47,6 +47,7 @@ bool do_if_to_cond_assign(exec_list *instructions);
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bool do_mat_op_to_vec(exec_list *instructions);
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bool do_mat_op_to_vec(exec_list *instructions);
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bool do_mod_to_fract(exec_list *instructions);
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bool do_mod_to_fract(exec_list *instructions);
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bool do_structure_splitting(exec_list *instructions);
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bool do_structure_splitting(exec_list *instructions);
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bool do_sub_to_add_neg(exec_list *instructions);
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bool do_swizzle_swizzle(exec_list *instructions);
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bool do_swizzle_swizzle(exec_list *instructions);
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bool do_tree_grafting(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_cond_assign(exec_list *instructions);
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76
src/glsl/ir_sub_to_add_neg.cpp
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76
src/glsl/ir_sub_to_add_neg.cpp
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@ -0,0 +1,76 @@
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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_sub_to_add_neg.cpp
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*
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* Breaks an ir_binop_sub expression down to add(op0, neg(op1))
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*
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* This simplifies expression reassociation, and for many backends
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* there is no subtract operation separate from adding the negation.
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* For backends with native subtract operations, they will probably
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* want to recognize add(op0, neg(op1)) or the other way around to
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* produce a subtract anyway.
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*/
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#include "ir.h"
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class ir_sub_to_add_neg_visitor : public ir_hierarchical_visitor {
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public:
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ir_sub_to_add_neg_visitor()
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{
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this->progress = false;
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}
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ir_visitor_status visit_leave(ir_expression *);
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bool progress;
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};
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bool
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do_sub_to_add_neg(exec_list *instructions)
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{
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ir_sub_to_add_neg_visitor v;
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visit_list_elements(&v, instructions);
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return v.progress;
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}
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ir_visitor_status
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ir_sub_to_add_neg_visitor::visit_leave(ir_expression *ir)
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{
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if (ir->operation != ir_binop_sub)
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return visit_continue;
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void *mem_ctx = talloc_parent(ir);
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ir->operation = ir_binop_add;
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ir->operands[1] = new(mem_ctx) ir_expression(ir_unop_neg,
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ir->operands[1]->type,
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ir->operands[1],
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NULL);
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this->progress = true;
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return visit_continue;
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}
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@ -1284,6 +1284,7 @@ link_shaders(struct gl_shader_program *prog)
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do_mod_to_fract(ir);
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do_mod_to_fract(ir);
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do_div_to_mul_rcp(ir);
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do_div_to_mul_rcp(ir);
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do_explog_to_explog2(ir);
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do_explog_to_explog2(ir);
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do_sub_to_add_neg(ir);
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do {
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do {
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progress = false;
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progress = false;
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@ -2570,6 +2570,7 @@ _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
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do_mat_op_to_vec(shader->ir);
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do_mat_op_to_vec(shader->ir);
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do_mod_to_fract(shader->ir);
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do_mod_to_fract(shader->ir);
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do_div_to_mul_rcp(shader->ir);
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do_div_to_mul_rcp(shader->ir);
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do_sub_to_add_neg(shader->ir);
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/* Optimization passes */
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/* Optimization passes */
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bool progress;
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bool progress;
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