/* * Copyright © 2010 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ /** * \file ir_optimization.h * * Prototypes for optimization passes to be called by the compiler and drivers. */ #ifndef GLSL_IR_OPTIMIZATION_H #define GLSL_IR_OPTIMIZATION_H struct gl_shader; struct gl_linked_shader; struct gl_shader_program; bool do_common_optimization(exec_list *ir, bool linked, const struct gl_shader_compiler_options *options, bool native_integers); bool do_rebalance_tree(exec_list *instructions); bool do_algebraic(exec_list *instructions, bool native_integers, const struct gl_shader_compiler_options *options); bool do_dead_code(exec_list *instructions); bool do_dead_code_local(exec_list *instructions); bool do_dead_code_unlinked(exec_list *instructions); bool opt_flip_matrices(exec_list *instructions); bool do_lower_jumps(exec_list *instructions, bool pull_out_jumps = true, bool lower_sub_return = true, bool lower_main_return = false, bool lower_continue = false); bool do_if_simplification(exec_list *instructions); bool opt_flatten_nested_if_blocks(exec_list *instructions); bool do_mat_op_to_vec(exec_list *instructions); bool do_minmax_prune(exec_list *instructions); bool do_tree_grafting(exec_list *instructions); bool do_vec_index_to_cond_assign(exec_list *instructions); bool lower_instructions(exec_list *instructions, bool have_gpu_shader5); bool lower_packing_builtins(exec_list *instructions, bool has_shading_language_packing, bool has_gpu_shader5, bool has_half_float_packing); bool lower_vector_derefs(gl_shader *shader); void optimize_dead_builtin_variables(exec_list *instructions, enum ir_variable_mode other); bool lower_builtins(exec_list *instructions); bool lower_subroutine(exec_list *instructions, struct _mesa_glsl_parse_state *state); bool propagate_invariance(exec_list *instructions); namespace ir_builder { class ir_factory; }; void lower_precision(const struct gl_shader_compiler_options *options, exec_list *instructions); #endif /* GLSL_IR_OPTIMIZATION_H */