[Mesa-dev] [PATCH] glsl: Drop constant 0.0 components from dot products.
Matt Turner
mattst88 at gmail.com
Thu Oct 23 16:19:19 PDT 2014
Helps a small number of vertex shaders in the games Dungeon Defenders
and Shank, as well as an internal benchmark.
instructions in affected programs: 2801 -> 2719 (-2.93%)
---
src/glsl/opt_algebraic.cpp | 25 +++++++++++++++++++++++++
1 file changed, 25 insertions(+)
diff --git a/src/glsl/opt_algebraic.cpp b/src/glsl/opt_algebraic.cpp
index 0cdb8ec..6976ee7 100644
--- a/src/glsl/opt_algebraic.cpp
+++ b/src/glsl/opt_algebraic.cpp
@@ -553,6 +553,31 @@ ir_algebraic_visitor::handle_expression(ir_expression *ir)
}
return new(mem_ctx) ir_swizzle(ir->operands[0], component, 0, 0, 0, 1);
}
+
+ for (int i = 0; i < 2; i++) {
+ if (!op_const[i])
+ continue;
+
+ unsigned components[4] = { 0 }, count = 0;
+
+ for (unsigned c = 0; c < op_const[i]->type->vector_elements; c++) {
+ if (op_const[i]->value.f[c] == 0.0)
+ continue;
+
+ components[count] = c;
+ count++;
+ }
+
+ if (count >= op_const[i]->type->vector_elements)
+ break;
+
+ return new(mem_ctx)
+ ir_expression(ir_binop_dot, glsl_type::float_type,
+ new(mem_ctx) ir_swizzle(ir->operands[0],
+ components, count),
+ new(mem_ctx) ir_swizzle(ir->operands[1],
+ components, count));
+ }
break;
case ir_binop_less:
--
2.0.4
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