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nir: optimize iand(ieq(a, 0), ieq(b, 0)) to ieq(ior(a, b), 0)
Totals from affected shaders: SGPRS: 80 -> 80 (0.00 %) VGPRS: 48 -> 48 (0.00 %) Code Size: 2120 -> 2096 (-1.13 %) bytes Max Waves: 16 -> 16 (0.00 %) Only two Rise of Tomb Raider shaders are affected on my side. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@ -282,6 +282,8 @@ optimizations = [
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(('iand', ('uge(is_used_once)', a, b), ('uge', a, c)), ('uge', a, ('umax', b, c))),
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(('iand', ('uge(is_used_once)', a, c), ('uge', b, c)), ('uge', ('umin', a, b), c)),
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(('iand', ('ieq', 'a@32', 0), ('ieq', 'b@32', 0)), ('ieq', ('ior', 'a@32', 'b@32'), 0)),
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# These patterns can result when (a < b || a < c) => (a < min(b, c))
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# transformations occur before constant propagation and loop-unrolling.
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(('~flt', a, ('fmax', b, a)), ('flt', a, b)),
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