[Mesa-dev] [PATCH 2/2] glsl: Optimize (not A) and (not B) into not (A or B).

Matt Turner mattst88 at gmail.com
Thu Oct 24 02:19:02 CEST 2013


No shader-db changes, but seems like a good idea.
---
 src/glsl/opt_algebraic.cpp | 9 +++++++++
 1 file changed, 9 insertions(+)

diff --git a/src/glsl/opt_algebraic.cpp b/src/glsl/opt_algebraic.cpp
index 3bf0689..1ce9e2d 100644
--- a/src/glsl/opt_algebraic.cpp
+++ b/src/glsl/opt_algebraic.cpp
@@ -401,6 +401,15 @@ ir_algebraic_visitor::handle_expression(ir_expression *ir)
       } else if (is_vec_zero(op_const[0]) || is_vec_zero(op_const[1])) {
 	 this->progress = true;
 	 return ir_constant::zero(mem_ctx, ir->type);
+      } else if (op_expr[0] && op_expr[0]->operation == ir_unop_logic_not &&
+                 op_expr[1] && op_expr[1]->operation == ir_unop_logic_not) {
+         /* De Morgan's Law:
+          *    (not A) and (not B) === not (A or B)
+          */
+         temp = logic_not(logic_or(op_expr[0]->operands[0],
+                                   op_expr[1]->operands[0]));
+         return swizzle_if_required(ir, temp);
+         this->progress = true;
       }
       break;
 
-- 
1.8.3.2



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