/* * Copyright © 2013 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 opt_flip_matrices.cpp * * Convert (matrix * vector) operations to (vector * matrixTranspose), * which can be done using dot products rather than multiplies and adds. * On some hardware, this is more efficient. * * This currently only does the conversion for built-in matrices which * already have transposed equivalents. Namely, gl_ModelViewProjectionMatrix * and gl_TextureMatrix. */ #include "ir.h" #include "ir_optimization.h" #include "main/macros.h" namespace { class matrix_flipper : public ir_hierarchical_visitor { public: matrix_flipper(exec_list *instructions) { progress = false; mvp_transpose = NULL; texmat_transpose = NULL; foreach_list(n, instructions) { ir_instruction *ir = (ir_instruction *) n; ir_variable *var = ir->as_variable(); if (!var) continue; if (strcmp(var->name, "gl_ModelViewProjectionMatrixTranspose") == 0) mvp_transpose = var; if (strcmp(var->name, "gl_TextureMatrixTranspose") == 0) texmat_transpose = var; } } ir_visitor_status visit_enter(ir_expression *ir); bool progress; private: ir_variable *mvp_transpose; ir_variable *texmat_transpose; }; } ir_visitor_status matrix_flipper::visit_enter(ir_expression *ir) { if (ir->operation != ir_binop_mul || !ir->operands[0]->type->is_matrix() || !ir->operands[1]->type->is_vector()) return visit_continue; ir_variable *mat_var = ir->operands[0]->variable_referenced(); if (!mat_var) return visit_continue; if (mvp_transpose && strcmp(mat_var->name, "gl_ModelViewProjectionMatrix") == 0) { #ifndef NDEBUG ir_dereference_variable *deref = ir->operands[0]->as_dereference_variable(); assert(deref && deref->var == mat_var); #endif void *mem_ctx = ralloc_parent(ir); ir->operands[0] = ir->operands[1]; ir->operands[1] = new(mem_ctx) ir_dereference_variable(mvp_transpose); progress = true; } else if (texmat_transpose && strcmp(mat_var->name, "gl_TextureMatrix") == 0) { ir_dereference_array *array_ref = ir->operands[0]->as_dereference_array(); assert(array_ref != NULL); ir_dereference_variable *var_ref = array_ref->array->as_dereference_variable(); assert(var_ref && var_ref->var == mat_var); ir->operands[0] = ir->operands[1]; ir->operands[1] = array_ref; var_ref->var = texmat_transpose; texmat_transpose->max_array_access = MAX2(texmat_transpose->max_array_access, mat_var->max_array_access); progress = true; } return visit_continue; } bool opt_flip_matrices(struct exec_list *instructions) { matrix_flipper v(instructions); visit_list_elements(&v, instructions); return v.progress; }