<div dir="ltr"><br><div class="gmail_extra"><br><div class="gmail_quote">On Fri, Dec 5, 2014 at 10:24 AM, Matt Turner <span dir="ltr"><<a href="mailto:mattst88@gmail.com" target="_blank">mattst88@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><span class="">On Fri, Dec 5, 2014 at 7:02 AM, Jason Ekstrand <<a href="mailto:jason@jlekstrand.net">jason@jlekstrand.net</a>> wrote:<br>
> First off, how is this different from the sel peephole?<br>
<br>
</span>This happens in the visitor during translation from GLSL IR to FS IR.<br>
It only looks for an exact sequence of IF/MOV/ELSE/MOV/ENDIF where the<br>
MOVs are to the same destination.<br>
<br>
The peephole happens in the optimization loop itself. The peephole<br>
looks for sequences of MOVs, rather than just a single one. The<br>
peephole also emits a MOV if the two sources you're selecting from are<br>
identical.<br></blockquote><div><br></div><div>So why isn't the peephole picking up on what the other one is? I'm confused as to why we have any shaderdb change at all. Any insight on that? <br></div></div><br></div></div>