glsl: Optimize round-half-up pattern.
Hurts some Psychonauts shaders, but after the next patch (which this enables) they're fewer instructions than before this patch.
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@ -514,6 +514,39 @@ ir_algebraic_visitor::handle_expression(ir_expression *ir)
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if (op_const[1] && !op_const[0])
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reassociate_constant(ir, 1, op_const[1], op_expr[0]);
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/* Optimizes
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*
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* (mul (floor (add (abs x) 0.5) (sign x)))
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*
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* into
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*
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* (trunc (add x (mul (sign x) 0.5)))
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*/
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for (int i = 0; i < 2; i++) {
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ir_expression *sign_expr = ir->operands[i]->as_expression();
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ir_expression *floor_expr = ir->operands[1 - i]->as_expression();
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if (!sign_expr || sign_expr->operation != ir_unop_sign ||
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!floor_expr || floor_expr->operation != ir_unop_floor)
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continue;
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ir_expression *add_expr = floor_expr->operands[0]->as_expression();
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for (int j = 0; j < 2; j++) {
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ir_expression *abs_expr = add_expr->operands[j]->as_expression();
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if (!abs_expr || abs_expr->operation != ir_unop_abs)
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continue;
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ir_constant *point_five = add_expr->operands[1 - j]->as_constant();
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if (!point_five->is_value(0.5, 0))
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continue;
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if (abs_expr->operands[0]->equals(sign_expr->operands[0])) {
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return trunc(add(abs_expr->operands[0],
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mul(sign_expr, point_five)));
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}
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}
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}
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break;
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case ir_binop_div:
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