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authorBrian <brian@yutani.localnet.net>2006-12-13 14:48:36 -0700
committerBrian <brian@yutani.localnet.net>2006-12-13 14:48:36 -0700
commitaff8e204d205b5d424d2c39a5d9e004caaa1eab1 (patch)
tree91d06d422f8900af461233186bcc79351c3025f6 /src/mesa/shader/slang/slang_simplify.c
parent5b35132b41427798e02a66a8e39583fffbe9d232 (diff)
Checkpoint new GLSL compiler back-end to produce fp/vp-style assembly instructions.
Diffstat (limited to 'src/mesa/shader/slang/slang_simplify.c')
-rw-r--r--src/mesa/shader/slang/slang_simplify.c170
1 files changed, 170 insertions, 0 deletions
diff --git a/src/mesa/shader/slang/slang_simplify.c b/src/mesa/shader/slang/slang_simplify.c
new file mode 100644
index 0000000000..94e6e1ecc2
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@@ -0,0 +1,170 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5.2
+ *
+ * Copyright (C) 2005-2006 Brian Paul All Rights Reserved.
+ *
+ * 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 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
+ * BRIAN PAUL 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 slang_assemble_typeinfo.c
+ * slang type info
+ * \author Michal Krol
+ */
+
+#include "imports.h"
+#include "macros.h"
+#include "slang_compile.h"
+#include "slang_simplify.h"
+
+
+/**
+ * Recursively traverse an AST tree, applying simplifications wherever
+ * possible.
+ * At the least, we do constant folding. We need to do that much so that
+ * compile-time expressions can be evaluated for things like array
+ * declarations. I.e.: float foo[3 + 5];
+ */
+void
+slang_simplify(slang_operation *oper,
+ const slang_assembly_name_space * space,
+ slang_atom_pool * atoms)
+{
+ GLboolean isFloat[4];
+ GLboolean isBool[4];
+ GLuint i, n;
+
+ /* first, simplify children */
+ for (i = 0; i < oper->num_children; i++) {
+ slang_simplify(&oper->children[i], space, atoms);
+ }
+
+ /* examine children */
+ n = MIN2(oper->num_children, 4);
+ for (i = 0; i < n; i++) {
+ isFloat[i] = (oper->children[i].type == slang_oper_literal_float ||
+ oper->children[i].type == slang_oper_literal_int);
+ isBool[i] = (oper->children[i].type == slang_oper_literal_bool);
+ }
+
+ if (n == 2 && isFloat[0] && isFloat[1]) {
+ /* probably simple arithmetic */
+ switch (oper->type) {
+ case slang_oper_add:
+ for (i = 0; i < 4; i++) {
+ oper->literal[i]
+ = oper->children[0].literal[i] + oper->children[1].literal[i];
+ }
+ slang_operation_destruct(oper);
+ oper->type = slang_oper_literal_float;
+ break;
+ case slang_oper_subtract:
+ for (i = 0; i < 4; i++) {
+ oper->literal[i]
+ = oper->children[0].literal[i] - oper->children[1].literal[i];
+ }
+ slang_operation_destruct(oper);
+ oper->type = slang_oper_literal_float;
+ break;
+ case slang_oper_multiply:
+ for (i = 0; i < 4; i++) {
+ oper->literal[i]
+ = oper->children[0].literal[i] * oper->children[1].literal[i];
+ }
+ slang_operation_destruct(oper);
+ oper->type = slang_oper_literal_float;
+ break;
+ case slang_oper_divide:
+ for (i = 0; i < 4; i++) {
+ oper->literal[i]
+ = oper->children[0].literal[i] / oper->children[1].literal[i];
+ }
+ slang_operation_destruct(oper);
+ oper->type = slang_oper_literal_float;
+ break;
+ default:
+ ; /* nothing */
+ }
+ }
+ else if (n == 1 && isFloat[0]) {
+ switch (oper->type) {
+ case slang_oper_minus:
+ for (i = 0; i < 4; i++) {
+ oper->literal[i] = -oper->children[0].literal[i];
+ }
+ slang_operation_destruct(oper);
+ oper->type = slang_oper_literal_float;
+ break;
+ case slang_oper_plus:
+ COPY_4V(oper->literal, oper->children[0].literal);
+ slang_operation_destruct(oper);
+ oper->type = slang_oper_literal_float;
+ break;
+ default:
+ ; /* nothing */
+ }
+ }
+ else if (n == 2 && isBool[0] && isBool[1]) {
+ /* simple boolean expression */
+ switch (oper->type) {
+ case slang_oper_logicaland:
+ for (i = 0; i < 4; i++) {
+ const GLint a = oper->children[0].literal[i] ? 1 : 0;
+ const GLint b = oper->children[1].literal[i] ? 1 : 0;
+ oper->literal[i] = (GLfloat) (a && b);
+ }
+ slang_operation_destruct(oper);
+ oper->type = slang_oper_literal_bool;
+ break;
+ case slang_oper_logicalor:
+ for (i = 0; i < 4; i++) {
+ const GLint a = oper->children[0].literal[i] ? 1 : 0;
+ const GLint b = oper->children[1].literal[i] ? 1 : 0;
+ oper->literal[i] = (GLfloat) (a || b);
+ }
+ slang_operation_destruct(oper);
+ oper->type = slang_oper_literal_bool;
+ break;
+ case slang_oper_logicalxor:
+ for (i = 0; i < 4; i++) {
+ const GLint a = oper->children[0].literal[i] ? 1 : 0;
+ const GLint b = oper->children[1].literal[i] ? 1 : 0;
+ oper->literal[i] = (GLfloat) (a ^ b);
+ }
+ slang_operation_destruct(oper);
+ oper->type = slang_oper_literal_bool;
+ break;
+ default:
+ ; /* nothing */
+ }
+ }
+ else if (n == 4 && isFloat[0] && isFloat[1] && isFloat[2] && isFloat[3]) {
+ if (oper->type == slang_oper_call) {
+ if (strcmp((char *) oper->a_id, "vec4") == 0) {
+ oper->literal[0] = oper->children[0].literal[0];
+ oper->literal[1] = oper->children[1].literal[0];
+ oper->literal[2] = oper->children[2].literal[0];
+ oper->literal[3] = oper->children[3].literal[0];
+ slang_operation_destruct(oper);
+ oper->type = slang_oper_literal_float;
+ }
+ }
+ }
+}
+