glsl: Drop constant 0.0 components from dot products.

Helps a small number of vertex shaders in the games Dungeon Defenders
and Shank, as well as an internal benchmark.

instructions in affected programs:     2801 -> 2719 (-2.93%)

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Matt Turner 2014-10-17 20:32:58 -07:00
parent 26122e09a3
commit d056863b3c
1 changed files with 27 additions and 0 deletions

View File

@ -553,6 +553,33 @@ ir_algebraic_visitor::handle_expression(ir_expression *ir)
}
return new(mem_ctx) ir_swizzle(ir->operands[0], component, 0, 0, 0, 1);
}
for (int i = 0; i < 2; i++) {
if (!op_const[i])
continue;
unsigned components[4] = { 0 }, count = 0;
for (unsigned c = 0; c < op_const[i]->type->vector_elements; c++) {
if (op_const[i]->value.f[c] == 0.0)
continue;
components[count] = c;
count++;
}
/* No channels had zero values; bail. */
if (count >= op_const[i]->type->vector_elements)
break;
/* Swizzle both operands to remove the channels that were zero. */
return new(mem_ctx)
ir_expression(ir_binop_dot, glsl_type::float_type,
new(mem_ctx) ir_swizzle(ir->operands[0],
components, count),
new(mem_ctx) ir_swizzle(ir->operands[1],
components, count));
}
break;
case ir_binop_less: