mesa/src/glsl/lower_texture_projection.cpp
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

103 lines
3.1 KiB
C++

/*
* Copyright © 2010 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* \file lower_texture_projection.cpp
*
* IR lower pass to perform the division of texture coordinates by the texture
* projector if present.
*
* Many GPUs have a texture sampling opcode that takes the projector
* and does the divide internally, thus the presence of the projector
* in the IR. For GPUs that don't, this saves the driver needing the
* logic for handling the divide.
*
* \author Eric Anholt <eric@anholt.net>
*/
#include "ir.h"
namespace {
class lower_texture_projection_visitor : public ir_hierarchical_visitor {
public:
lower_texture_projection_visitor()
{
progress = false;
}
ir_visitor_status visit_leave(ir_texture *ir);
bool progress;
};
} /* anonymous namespace */
ir_visitor_status
lower_texture_projection_visitor::visit_leave(ir_texture *ir)
{
if (!ir->projector)
return visit_continue;
void *mem_ctx = ralloc_parent(ir);
ir_variable *var = new(mem_ctx) ir_variable(ir->projector->type,
"projector", ir_var_auto);
base_ir->insert_before(var);
ir_dereference *deref = new(mem_ctx) ir_dereference_variable(var);
ir_expression *expr = new(mem_ctx) ir_expression(ir_unop_rcp,
ir->projector->type,
ir->projector,
NULL);
ir_assignment *assign = new(mem_ctx) ir_assignment(deref, expr, NULL);
base_ir->insert_before(assign);
deref = new(mem_ctx) ir_dereference_variable(var);
ir->coordinate = new(mem_ctx) ir_expression(ir_binop_mul,
ir->coordinate->type,
ir->coordinate,
deref);
if (ir->shadow_comparitor) {
deref = new(mem_ctx) ir_dereference_variable(var);
ir->shadow_comparitor = new(mem_ctx) ir_expression(ir_binop_mul,
ir->shadow_comparitor->type,
ir->shadow_comparitor,
deref);
}
ir->projector = NULL;
progress = true;
return visit_continue;
}
bool
do_lower_texture_projection(exec_list *instructions)
{
lower_texture_projection_visitor v;
visit_list_elements(&v, instructions);
return v.progress;
}