[Mesa-dev] [PATCH 00/11] glsl: Collection of algebraic optimizations
thomashelland90 at gmail.com
thomashelland90 at gmail.com
Thu Aug 7 13:51:01 PDT 2014
From: Thomas Helland <thomashelland90 at gmail.com>
Some of these patches have been posted to the list before.
Eric showed interest in these being merged, so I addressed his points.
Pathces 1 - 7 I've added Eric's R-B on.
Patch 8 drops the part that people had doubt on.
Patch 9 has been posted before, and seemed to be accepted as OK.
However, it no longer gives us the same profit, but instead causes
some more crashes in a piglit quick run.
Patch 10 gives us some profit on some TF2 shaders.
Patch 11 is a hit-and-miss since patch 10 proved usefull.
This shows no effect on shader-db however.
If anyone want's to see them merged then maybe
that person could push them upstream?
I don't have commit access, and currently don't feel git-savvy
enough that I feel comfortable pokeing around in upstream either :)
Thomas Helland (11):
glsl: Optimize X - X == 0
glsl: Optimize !A || A == 1
glsl: Optimize !A && A
glsl: Optimize (A || B) && A == A
glsl: Optimize log(x) + log(y) == log(x*y)
glsl: Optimize exp(x) * exp(y) == exp(x*y)
glsl: Optimize some more pow() special cases
glsl: Optimize A - neg(B) = A + B
glsl: Optimize logic operation A || (A && B)
glsl: Optimize X + neg(X) == 0 and the other way around
glsl: Optimize X / X == 1
src/glsl/opt_algebraic.cpp | 97 +++++++++++++++++++++++++++++++++++++++++++++-
1 file changed, 96 insertions(+), 1 deletion(-)
--
2.0.3
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