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This works by finding the first rvalue that it can lower using an ir_rvalue_visitor. In that case it adds a conversion to float16 after each rvalue and a conversion back to float before storing the assignment. Also it uses a set to keep track of rvalues that have been lowred already. The handle_rvalue method of the rvalue visitor doesn’t provide any way to stop iteration. If we handle a value in find_precision_visitor we want to be able to stop it from descending into the lowered rvalue again. Additionally this pass disallows converting nodes containing non-float. The can_lower_rvalue function explicitly excludes any branches that have non-float types except bools. This avoids the need to have special handling for functions that convert to int or double. Co-authored-by: Hyunjun Ko <zzoon@igalia.com> v2. Adds lowering for texture samples v3. Instead of checking whether each node can be lowered while walking the tree, a separate tree walk is now done to check all of the nodes in a single pass. The lowerable nodes are added to a set which is checked during find_precision_visitor instead of calling can_lower_rvalue. v4. Move the special case for temporaries to find_lowerable_rvalues. This needs to be handled while checking for lowerable rvalues so that any later dereferences of the variable will see the right precision. v5. Add an override to visit ir_call instructions and apply the same technique to override the precision of the temporary variable in the same way as done for builtin temporaries and ir_assignment calls. v6. Changes the pass so that it doesn’t need to lower an entire subtree in order do perform a lowering. Instead, certain instructions can be marked as being indepedent of their child instructions. For example, this is the case with array dereferences. The precision of the array index doesn’t have any bearing on whether things using the result of the array deref can be lowered. Now, only toplevel lowerable nodes are added to the lowerable_rvalues instead instead of additionally adding all of the subnodes. It now also only needs one hash table instead of two. v7. Don’t try to lower sampler types. Instead, the sample instruction is now treated as an independent point where the result of the sample can be used in a lowered section. The precision of the sampler type determines the precision of the sample instruction. This also means the coordinates to the sampler can be lowered. v8. Use f2fmp instead of f2f16. v9. Disable lowering derivatives calcualtions, which might not work properly on some hw backends. Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3885>
193 lines
8.6 KiB
C++
193 lines
8.6 KiB
C++
/*
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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_optimization.h
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*
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* Prototypes for optimization passes to be called by the compiler and drivers.
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*/
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#ifndef GLSL_IR_OPTIMIZATION_H
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#define GLSL_IR_OPTIMIZATION_H
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struct gl_linked_shader;
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struct gl_shader_program;
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/* Operations for lower_instructions() */
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#define SUB_TO_ADD_NEG 0x01
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#define FDIV_TO_MUL_RCP 0x02
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#define EXP_TO_EXP2 0x04
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#define POW_TO_EXP2 0x08
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#define LOG_TO_LOG2 0x10
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#define MOD_TO_FLOOR 0x20
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#define INT_DIV_TO_MUL_RCP 0x40
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#define LDEXP_TO_ARITH 0x80
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#define CARRY_TO_ARITH 0x100
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#define BORROW_TO_ARITH 0x200
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#define SAT_TO_CLAMP 0x400
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#define DOPS_TO_DFRAC 0x800
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#define DFREXP_DLDEXP_TO_ARITH 0x1000
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#define BIT_COUNT_TO_MATH 0x02000
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#define EXTRACT_TO_SHIFTS 0x04000
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#define INSERT_TO_SHIFTS 0x08000
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#define REVERSE_TO_SHIFTS 0x10000
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#define FIND_LSB_TO_FLOAT_CAST 0x20000
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#define FIND_MSB_TO_FLOAT_CAST 0x40000
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#define IMUL_HIGH_TO_MUL 0x80000
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#define DDIV_TO_MUL_RCP 0x100000
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#define DIV_TO_MUL_RCP (FDIV_TO_MUL_RCP | DDIV_TO_MUL_RCP)
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#define SQRT_TO_ABS_SQRT 0x200000
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#define MUL64_TO_MUL_AND_MUL_HIGH 0x400000
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/* Opertaions for lower_64bit_integer_instructions() */
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#define MUL64 (1U << 0)
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#define SIGN64 (1U << 1)
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#define DIV64 (1U << 2)
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#define MOD64 (1U << 3)
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/**
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* \see class lower_packing_builtins_visitor
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*/
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enum lower_packing_builtins_op {
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LOWER_PACK_UNPACK_NONE = 0x0000,
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LOWER_PACK_SNORM_2x16 = 0x0001,
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LOWER_UNPACK_SNORM_2x16 = 0x0002,
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LOWER_PACK_UNORM_2x16 = 0x0004,
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LOWER_UNPACK_UNORM_2x16 = 0x0008,
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LOWER_PACK_HALF_2x16 = 0x0010,
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LOWER_UNPACK_HALF_2x16 = 0x0020,
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LOWER_PACK_SNORM_4x8 = 0x0040,
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LOWER_UNPACK_SNORM_4x8 = 0x0080,
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LOWER_PACK_UNORM_4x8 = 0x0100,
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LOWER_UNPACK_UNORM_4x8 = 0x0200,
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LOWER_PACK_USE_BFI = 0x0400,
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LOWER_PACK_USE_BFE = 0x0800,
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};
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bool do_common_optimization(exec_list *ir, bool linked,
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bool uniform_locations_assigned,
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const struct gl_shader_compiler_options *options,
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bool native_integers);
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bool ir_constant_fold(ir_rvalue **rvalue);
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bool do_rebalance_tree(exec_list *instructions);
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bool do_algebraic(exec_list *instructions, bool native_integers,
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const struct gl_shader_compiler_options *options);
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bool opt_conditional_discard(exec_list *instructions);
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bool do_constant_folding(exec_list *instructions);
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bool do_constant_variable(exec_list *instructions);
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bool do_constant_variable_unlinked(exec_list *instructions);
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bool do_copy_propagation_elements(exec_list *instructions);
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bool do_constant_propagation(exec_list *instructions);
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void do_dead_builtin_varyings(struct gl_context *ctx,
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gl_linked_shader *producer,
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gl_linked_shader *consumer,
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unsigned num_tfeedback_decls,
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class tfeedback_decl *tfeedback_decls);
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bool do_dead_code(exec_list *instructions, bool uniform_locations_assigned);
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bool do_dead_code_local(exec_list *instructions);
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bool do_dead_code_unlinked(exec_list *instructions);
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bool do_dead_functions(exec_list *instructions);
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bool opt_flip_matrices(exec_list *instructions);
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bool do_function_inlining(exec_list *instructions);
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bool 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);
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bool do_lower_texture_projection(exec_list *instructions);
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bool do_if_simplification(exec_list *instructions);
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bool opt_flatten_nested_if_blocks(exec_list *instructions);
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bool do_discard_simplification(exec_list *instructions);
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bool lower_if_to_cond_assign(gl_shader_stage stage, exec_list *instructions,
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unsigned max_depth = 0, unsigned min_branch_cost = 0);
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bool do_mat_op_to_vec(exec_list *instructions);
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bool do_minmax_prune(exec_list *instructions);
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bool do_structure_splitting(exec_list *instructions);
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bool optimize_swizzles(exec_list *instructions);
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bool do_vectorize(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_swizzle(exec_list *instructions);
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bool lower_discard(exec_list *instructions);
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void lower_discard_flow(exec_list *instructions);
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bool lower_instructions(exec_list *instructions, unsigned what_to_lower);
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bool lower_noise(exec_list *instructions);
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bool lower_variable_index_to_cond_assign(gl_shader_stage stage,
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exec_list *instructions, bool lower_input, bool lower_output,
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bool lower_temp, bool lower_uniform);
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bool lower_quadop_vector(exec_list *instructions, bool dont_lower_swz);
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bool lower_const_arrays_to_uniforms(exec_list *instructions, unsigned stage, unsigned max_uniform_components);
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bool lower_clip_cull_distance(struct gl_shader_program *prog,
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gl_linked_shader *shader);
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ir_variable * lower_xfb_varying(void *mem_ctx,
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gl_linked_shader *shader,
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const char *old_var_name);
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void lower_output_reads(unsigned stage, exec_list *instructions);
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bool lower_packing_builtins(exec_list *instructions, int op_mask);
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void lower_shared_reference(struct gl_context *ctx,
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struct gl_shader_program *prog,
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struct gl_linked_shader *shader);
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void lower_ubo_reference(struct gl_linked_shader *shader,
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bool clamp_block_indices, bool use_std430_as_default);
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void lower_packed_varyings(void *mem_ctx,
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unsigned locations_used,
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const uint8_t *components,
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ir_variable_mode mode,
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unsigned gs_input_vertices,
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gl_linked_shader *shader,
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bool disable_varying_packing,
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bool disable_xfb_packing,
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bool xfb_enabled);
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bool lower_vector_insert(exec_list *instructions, bool lower_nonconstant_index);
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bool lower_vector_derefs(gl_linked_shader *shader);
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void lower_named_interface_blocks(void *mem_ctx, gl_linked_shader *shader);
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bool optimize_redundant_jumps(exec_list *instructions);
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bool optimize_split_arrays(exec_list *instructions, bool linked);
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bool lower_offset_arrays(exec_list *instructions);
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void optimize_dead_builtin_variables(exec_list *instructions,
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enum ir_variable_mode other);
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bool lower_tess_level(gl_linked_shader *shader);
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bool lower_vertex_id(gl_linked_shader *shader);
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bool lower_cs_derived(gl_linked_shader *shader);
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bool lower_blend_equation_advanced(gl_linked_shader *shader, bool coherent);
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bool lower_subroutine(exec_list *instructions, struct _mesa_glsl_parse_state *state);
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void propagate_invariance(exec_list *instructions);
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namespace ir_builder { class ir_factory; };
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ir_variable *compare_index_block(ir_builder::ir_factory &body,
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ir_variable *index,
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unsigned base, unsigned components);
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bool lower_64bit_integer_instructions(exec_list *instructions,
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unsigned what_to_lower);
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bool lower_precision(exec_list *instructions);
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#endif /* GLSL_IR_OPTIMIZATION_H */
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