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This no longer has any users. nir based inlining should be used for any new code. Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29519>
74 lines
3.3 KiB
C++
74 lines
3.3 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_shader;
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struct gl_linked_shader;
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struct gl_shader_program;
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bool do_common_optimization(exec_list *ir, bool linked,
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const struct gl_shader_compiler_options *options,
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bool native_integers);
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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 do_dead_code(exec_list *instructions);
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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 opt_flip_matrices(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);
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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_mat_op_to_vec(exec_list *instructions);
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bool do_minmax_prune(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 lower_instructions(exec_list *instructions,
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bool have_gpu_shader5);
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bool lower_packing_builtins(exec_list *instructions,
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bool has_shading_language_packing,
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bool has_gpu_shader5,
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bool has_half_float_packing);
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bool lower_vector_derefs(gl_shader *shader);
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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_builtins(exec_list *instructions);
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bool lower_subroutine(exec_list *instructions, struct _mesa_glsl_parse_state *state);
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bool propagate_invariance(exec_list *instructions);
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namespace ir_builder { class ir_factory; };
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void lower_precision(const struct gl_shader_compiler_options *options,
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exec_list *instructions);
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#endif /* GLSL_IR_OPTIMIZATION_H */
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