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nir/algebraic: optimize contradictory iand operands
Some of these were found in a few GTAV, Rise of the Tomb Raider and Shadow of the Tomb Raider shaders. Results from vkpipeline-db run with ACO: Totals from affected shaders: SGPRS: 376 -> 376 (0.00 %) VGPRS: 220 -> 220 (0.00 %) Spilled SGPRs: 0 -> 0 (0.00 %) Spilled VGPRs: 0 -> 0 (0.00 %) Private memory VGPRs: 0 -> 0 (0.00 %) Scratch size: 0 -> 0 (0.00 %) dwords per thread Code Size: 13492 -> 11560 (-14.32 %) bytes LDS: 6 -> 6 (0.00 %) blocks Max Waves: 69 -> 69 (0.00 %) Wait states: 0 -> 0 (0.00 %) v2: use False instead of 0 Signed-off-by: Rhys Perry <pendingchaos02@gmail.com> Reveiewed-by: Alyssa Rosenzweig alyssa.rosenzweig@collabora.com Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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@ -218,6 +218,12 @@ optimizations = [
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(('inot', ('ieq', a, b)), ('ine', a, b)),
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(('inot', ('ine', a, b)), ('ieq', a, b)),
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(('iand', ('feq', a, b), ('fne', a, b)), False),
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(('iand', ('flt', a, b), ('flt', b, a)), False),
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(('iand', ('ieq', a, b), ('ine', a, b)), False),
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(('iand', ('ilt', a, b), ('ilt', b, a)), False),
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(('iand', ('ult', a, b), ('ult', b, a)), False),
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# This helps some shaders because, after some optimizations, they end up
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# with patterns like (-a < -b) || (b < a). In an ideal world, this sort of
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# matching would be handled by CSE.
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