/* * 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_div_to_mul_rcp.cpp * * Breaks an ir_unop_div expression down to op0 * (rcp(op1)). * * Many GPUs don't have a divide instruction (945 and 965 included), * but they do have an RCP instruction to compute an approximate * reciprocal. By breaking the operation down, constant reciprocals * can get constant folded. */ #include "ir.h" #include "glsl_types.h" class ir_div_to_mul_rcp_visitor : public ir_hierarchical_visitor { public: ir_div_to_mul_rcp_visitor() { this->made_progress = false; } ir_visitor_status visit_leave(ir_expression *); bool made_progress; }; bool do_div_to_mul_rcp(exec_list *instructions) { ir_div_to_mul_rcp_visitor v; visit_list_elements(&v, instructions); return v.made_progress; } ir_visitor_status ir_div_to_mul_rcp_visitor::visit_leave(ir_expression *ir) { if (ir->operation != ir_binop_div) return visit_continue; if (ir->operands[1]->type->base_type != GLSL_TYPE_INT && ir->operands[1]->type->base_type != GLSL_TYPE_UINT) { /* New expression for the 1.0 / op1 */ ir_rvalue *expr; expr = new(ir) ir_expression(ir_unop_rcp, ir->operands[1]->type, ir->operands[1], NULL); /* op0 / op1 -> op0 * (1.0 / op1) */ ir->operation = ir_binop_mul; ir->operands[1] = expr; } else { /* Be careful with integer division -- we need to do it as a * float and re-truncate, since rcp(n > 1) of an integer would * just be 0. */ ir_rvalue *op0, *op1; const struct glsl_type *vec_type; vec_type = glsl_type::get_instance(GLSL_TYPE_FLOAT, ir->operands[1]->type->vector_elements, ir->operands[1]->type->matrix_columns); if (ir->operands[1]->type->base_type == GLSL_TYPE_INT) op1 = new(ir) ir_expression(ir_unop_i2f, vec_type, ir->operands[1], NULL); else op1 = new(ir) ir_expression(ir_unop_u2f, vec_type, ir->operands[1], NULL); op1 = new(ir) ir_expression(ir_unop_rcp, op1->type, op1, NULL); vec_type = glsl_type::get_instance(GLSL_TYPE_FLOAT, ir->operands[0]->type->vector_elements, ir->operands[0]->type->matrix_columns); if (ir->operands[0]->type->base_type == GLSL_TYPE_INT) op0 = new(ir) ir_expression(ir_unop_i2f, vec_type, ir->operands[0], NULL); else op0 = new(ir) ir_expression(ir_unop_u2f, vec_type, ir->operands[0], NULL); op0 = new(ir) ir_expression(ir_binop_mul, vec_type, op0, op1); ir->operation = ir_unop_f2i; ir->operands[0] = op0; ir->operands[1] = NULL; } this->made_progress = true; return visit_continue; }