Mesa (master): glsl: Simplify built-in generator functions for min3/max3/ mid3.
Kenneth Graunke
kwg at kemper.freedesktop.org
Fri Jan 24 22:19:02 UTC 2014
Module: Mesa
Branch: master
Commit: 6709f0549f60a52d76868f3a929e075a8971c7fb
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=6709f0549f60a52d76868f3a929e075a8971c7fb
Author: Kenneth Graunke <kenneth at whitecape.org>
Date: Mon Jan 6 14:39:19 2014 -0800
glsl: Simplify built-in generator functions for min3/max3/mid3.
The type of all three parameters are identical, so we don't need to
specify it three times. The predicate is always identical too, so we
don't need to make it a parameter, either.
Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
---
src/glsl/builtin_functions.cpp | 137 ++++++++++++++++++----------------------
1 file changed, 60 insertions(+), 77 deletions(-)
diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp
index 662ff4c..aeb8e5d 100644
--- a/src/glsl/builtin_functions.cpp
+++ b/src/glsl/builtin_functions.cpp
@@ -576,20 +576,9 @@ private:
ir_function_signature *_atomic_op(const char *intrinsic,
builtin_available_predicate avail);
- ir_function_signature *_min3(builtin_available_predicate avail,
- const glsl_type *x_type,
- const glsl_type *y_type,
- const glsl_type *z_type);
-
- ir_function_signature *_max3(builtin_available_predicate avail,
- const glsl_type *x_type,
- const glsl_type *y_type,
- const glsl_type *z_type);
-
- ir_function_signature *_mid3(builtin_available_predicate avail,
- const glsl_type *x_type,
- const glsl_type *y_type,
- const glsl_type *z_type);
+ B1(min3)
+ B1(max3)
+ B1(mid3)
#undef B0
#undef B1
@@ -2128,54 +2117,54 @@ builtin_builder::create_builtins()
NULL);
add_function("min3",
- _min3(shader_trinary_minmax, glsl_type::float_type, glsl_type::float_type, glsl_type::float_type),
- _min3(shader_trinary_minmax, glsl_type::vec2_type, glsl_type::vec2_type, glsl_type::vec2_type),
- _min3(shader_trinary_minmax, glsl_type::vec3_type, glsl_type::vec3_type, glsl_type::vec3_type),
- _min3(shader_trinary_minmax, glsl_type::vec4_type, glsl_type::vec4_type, glsl_type::vec4_type),
-
- _min3(shader_trinary_minmax, glsl_type::int_type, glsl_type::int_type, glsl_type::int_type),
- _min3(shader_trinary_minmax, glsl_type::ivec2_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
- _min3(shader_trinary_minmax, glsl_type::ivec3_type, glsl_type::ivec3_type, glsl_type::ivec3_type),
- _min3(shader_trinary_minmax, glsl_type::ivec4_type, glsl_type::ivec4_type, glsl_type::ivec4_type),
-
- _min3(shader_trinary_minmax, glsl_type::uint_type, glsl_type::uint_type, glsl_type::uint_type),
- _min3(shader_trinary_minmax, glsl_type::uvec2_type, glsl_type::uvec2_type, glsl_type::uvec2_type),
- _min3(shader_trinary_minmax, glsl_type::uvec3_type, glsl_type::uvec3_type, glsl_type::uvec3_type),
- _min3(shader_trinary_minmax, glsl_type::uvec4_type, glsl_type::uvec4_type, glsl_type::uvec4_type),
+ _min3(glsl_type::float_type),
+ _min3(glsl_type::vec2_type),
+ _min3(glsl_type::vec3_type),
+ _min3(glsl_type::vec4_type),
+
+ _min3(glsl_type::int_type),
+ _min3(glsl_type::ivec2_type),
+ _min3(glsl_type::ivec3_type),
+ _min3(glsl_type::ivec4_type),
+
+ _min3(glsl_type::uint_type),
+ _min3(glsl_type::uvec2_type),
+ _min3(glsl_type::uvec3_type),
+ _min3(glsl_type::uvec4_type),
NULL);
add_function("max3",
- _max3(shader_trinary_minmax, glsl_type::float_type, glsl_type::float_type, glsl_type::float_type),
- _max3(shader_trinary_minmax, glsl_type::vec2_type, glsl_type::vec2_type, glsl_type::vec2_type),
- _max3(shader_trinary_minmax, glsl_type::vec3_type, glsl_type::vec3_type, glsl_type::vec3_type),
- _max3(shader_trinary_minmax, glsl_type::vec4_type, glsl_type::vec4_type, glsl_type::vec4_type),
-
- _max3(shader_trinary_minmax, glsl_type::int_type, glsl_type::int_type, glsl_type::int_type),
- _max3(shader_trinary_minmax, glsl_type::ivec2_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
- _max3(shader_trinary_minmax, glsl_type::ivec3_type, glsl_type::ivec3_type, glsl_type::ivec3_type),
- _max3(shader_trinary_minmax, glsl_type::ivec4_type, glsl_type::ivec4_type, glsl_type::ivec4_type),
-
- _max3(shader_trinary_minmax, glsl_type::uint_type, glsl_type::uint_type, glsl_type::uint_type),
- _max3(shader_trinary_minmax, glsl_type::uvec2_type, glsl_type::uvec2_type, glsl_type::uvec2_type),
- _max3(shader_trinary_minmax, glsl_type::uvec3_type, glsl_type::uvec3_type, glsl_type::uvec3_type),
- _max3(shader_trinary_minmax, glsl_type::uvec4_type, glsl_type::uvec4_type, glsl_type::uvec4_type),
+ _max3(glsl_type::float_type),
+ _max3(glsl_type::vec2_type),
+ _max3(glsl_type::vec3_type),
+ _max3(glsl_type::vec4_type),
+
+ _max3(glsl_type::int_type),
+ _max3(glsl_type::ivec2_type),
+ _max3(glsl_type::ivec3_type),
+ _max3(glsl_type::ivec4_type),
+
+ _max3(glsl_type::uint_type),
+ _max3(glsl_type::uvec2_type),
+ _max3(glsl_type::uvec3_type),
+ _max3(glsl_type::uvec4_type),
NULL);
add_function("mid3",
- _mid3(shader_trinary_minmax, glsl_type::float_type, glsl_type::float_type, glsl_type::float_type),
- _mid3(shader_trinary_minmax, glsl_type::vec2_type, glsl_type::vec2_type, glsl_type::vec2_type),
- _mid3(shader_trinary_minmax, glsl_type::vec3_type, glsl_type::vec3_type, glsl_type::vec3_type),
- _mid3(shader_trinary_minmax, glsl_type::vec4_type, glsl_type::vec4_type, glsl_type::vec4_type),
-
- _mid3(shader_trinary_minmax, glsl_type::int_type, glsl_type::int_type, glsl_type::int_type),
- _mid3(shader_trinary_minmax, glsl_type::ivec2_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
- _mid3(shader_trinary_minmax, glsl_type::ivec3_type, glsl_type::ivec3_type, glsl_type::ivec3_type),
- _mid3(shader_trinary_minmax, glsl_type::ivec4_type, glsl_type::ivec4_type, glsl_type::ivec4_type),
-
- _mid3(shader_trinary_minmax, glsl_type::uint_type, glsl_type::uint_type, glsl_type::uint_type),
- _mid3(shader_trinary_minmax, glsl_type::uvec2_type, glsl_type::uvec2_type, glsl_type::uvec2_type),
- _mid3(shader_trinary_minmax, glsl_type::uvec3_type, glsl_type::uvec3_type, glsl_type::uvec3_type),
- _mid3(shader_trinary_minmax, glsl_type::uvec4_type, glsl_type::uvec4_type, glsl_type::uvec4_type),
+ _mid3(glsl_type::float_type),
+ _mid3(glsl_type::vec2_type),
+ _mid3(glsl_type::vec3_type),
+ _mid3(glsl_type::vec4_type),
+
+ _mid3(glsl_type::int_type),
+ _mid3(glsl_type::ivec2_type),
+ _mid3(glsl_type::ivec3_type),
+ _mid3(glsl_type::ivec4_type),
+
+ _mid3(glsl_type::uint_type),
+ _mid3(glsl_type::uvec2_type),
+ _mid3(glsl_type::uvec3_type),
+ _mid3(glsl_type::uvec4_type),
NULL);
#undef F
@@ -4064,14 +4053,12 @@ builtin_builder::_atomic_op(const char *intrinsic,
}
ir_function_signature *
-builtin_builder::_min3(builtin_available_predicate avail,
- const glsl_type *x_type, const glsl_type *y_type,
- const glsl_type *z_type)
+builtin_builder::_min3(const glsl_type *type)
{
- ir_variable *x = in_var(x_type, "x");
- ir_variable *y = in_var(y_type, "y");
- ir_variable *z = in_var(z_type, "z");
- MAKE_SIG(x_type, avail, 3, x, y, z);
+ ir_variable *x = in_var(type, "x");
+ ir_variable *y = in_var(type, "y");
+ ir_variable *z = in_var(type, "z");
+ MAKE_SIG(type, shader_trinary_minmax, 3, x, y, z);
ir_expression *min3 = min2(x, min2(y,z));
body.emit(ret(min3));
@@ -4080,14 +4067,12 @@ builtin_builder::_min3(builtin_available_predicate avail,
}
ir_function_signature *
-builtin_builder::_max3(builtin_available_predicate avail,
- const glsl_type *x_type, const glsl_type *y_type,
- const glsl_type *z_type)
+builtin_builder::_max3(const glsl_type *type)
{
- ir_variable *x = in_var(x_type, "x");
- ir_variable *y = in_var(y_type, "y");
- ir_variable *z = in_var(z_type, "z");
- MAKE_SIG(x_type, avail, 3, x, y, z);
+ ir_variable *x = in_var(type, "x");
+ ir_variable *y = in_var(type, "y");
+ ir_variable *z = in_var(type, "z");
+ MAKE_SIG(type, shader_trinary_minmax, 3, x, y, z);
ir_expression *max3 = max2(x, max2(y,z));
body.emit(ret(max3));
@@ -4096,14 +4081,12 @@ builtin_builder::_max3(builtin_available_predicate avail,
}
ir_function_signature *
-builtin_builder::_mid3(builtin_available_predicate avail,
- const glsl_type *x_type, const glsl_type *y_type,
- const glsl_type *z_type)
+builtin_builder::_mid3(const glsl_type *type)
{
- ir_variable *x = in_var(x_type, "x");
- ir_variable *y = in_var(y_type, "y");
- ir_variable *z = in_var(z_type, "z");
- MAKE_SIG(x_type, avail, 3, x, y, z);
+ ir_variable *x = in_var(type, "x");
+ ir_variable *y = in_var(type, "y");
+ ir_variable *z = in_var(type, "z");
+ MAKE_SIG(type, shader_trinary_minmax, 3, x, y, z);
ir_expression *mid3 = max2(min2(x, y), max2(min2(x, z), min2(y, z)));
body.emit(ret(mid3));
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