Commit graph

13 commits

Author SHA1 Message Date
Matt Turner
d79e711718 glsl: Remove silly OR(..., 0x0) from ldexp() lowering.
I translated copysign(0.0f, x) a little too literally.

Reviewed-by: Eric Anholt <eric@anholt.net>
2013-12-04 20:05:42 -08:00
Eric Anholt
10ef949424 glsl: Hide many classes local to individual .cpp files in anon namespaces.
This gives the compiler the chance to inline and not export class symbols
even in the absence of LTO.  Saves about 60kb on disk.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@.intel.com>
2013-09-23 12:45:22 -07:00
Matt Turner
d0b8ea60b7 glsl: Add ldexp_to_arith lowering pass.
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-17 16:59:23 -07:00
Matt Turner
dafd050883 glsl: Add a pass to lower bitfield-insert into bfm+bfi.
i965/Gen7+ and Radeon/Evergreen+ have bfm/bfi instructions to implement
bitfieldInsert() from ARB_gpu_shader5.

v2: Add ir_binop_bfm and ir_triop_bfi to st_glsl_to_tgsi.cpp.
    Remove spurious temporary assignment and dereference.

Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
2013-05-06 10:17:13 -07:00
Kenneth Graunke
93066ce129 glsl: Convert mix() to use a new ir_triop_lrp opcode.
Many GPUs have an instruction to do linear interpolation which is more
efficient than simply performing the algebra necessary (two multiplies,
an add, and a subtract).

Pattern matching or peepholing this is more desirable, but can be
tricky.  By using an opcode, we can at least make shaders which use the
mix() built-in get the more efficient behavior.

Currently, all consumers lower ir_triop_lrp.  Subsequent patches will
actually generate different code.

v2 [mattst88]:
   - Add LRP_TO_ARITH flag to ir_to_mesa.cpp. Will be removed in a
     subsequent patch and ir_triop_lrp translated directly.
v3 [mattst88]:
   - Move changes from the next patch to opt_algebraic.cpp to accept
     3-src operations.

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
2013-02-28 13:18:59 -08:00
Brian Paul
1853f467c6 glsl: fix unop/binop errors in comments 2012-07-03 09:42:59 -06:00
Bryan Cain
478034f34a glsl: Use a separate div_to_mul_rcp lowering flag for integers.
Using multiply and reciprocal for integer division involves potentially
lossy floating point conversions.  This is okay for older GPUs that
represent integers as floating point, but undesirable for GPUs with
native integer division instructions.

TGSI, for example, has UDIV/IDIV instructions for integer division,
so it makes sense to handle this directly.  Likewise for i965.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Signed-off-by: Bryan Cain <bryancain3@gmail.com>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
2011-08-31 12:02:18 -07:00
Paul Berry
af501e2b29 glsl: Fix type error when lowering integer divisions
This patch fixes a bug when lowering an integer division:

  x/y

to a multiplication by a reciprocal:

  int(float(x)*reciprocal(float(y)))

If x was a plain int and y was an ivecN, the lowering pass
incorrectly assigned the type of the product to be float, when in fact
it should be vecN.  This caused mesa to abort with an IR validation
error.

Fixes piglit tests {fs,vs}-op-div-int-ivec{2,3,4}.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2011-08-16 11:00:46 -07:00
Kenneth Graunke
578f6a9534 glsl: Don't use MOD_TO_FRACT lowering on GLSL 1.30's % operator.
MOD_TO_FRACT was designed to lower the GLSL 1.20 mod() function, which
operates on floating point values.  However, we also use ir_binop_mod
for GLSL 1.30's % operator, which operates on integers.

For now, make MOD_TO_FRACT only apply to floating-point mod operations.
In the future, we may want to add a lowering pass for integer-based mod.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2011-06-29 16:07:13 -07:00
Kenneth Graunke
ed92b91212 glsl: Fix DIV_TO_MUL_RCP lowering for uint result types.
f2i results in an int/ivec; we need i2u to get a uint/uvec.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2011-06-29 16:07:13 -07:00
Ian Romanick
c4285be9a5 glsl: Lower ir_binop_pow to a sequence of EXP2 and LOG2 2010-12-01 12:01:13 -08:00
Ian Romanick
da61afa738 glsl: Use M_LOG2E constant instead of calling log2 2010-12-01 12:01:12 -08:00
Kenneth Graunke
63684a9ae7 glsl: Combine many instruction lowering passes into one.
This should save on the overhead of tree-walking and provide a
convenient place to add more instruction lowering in the future.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
2010-11-19 15:56:28 -08:00