#define SUB_TO_ADD_NEG 0x01
#define DIV_TO_MUL_RCP 0x02
#define EXP_TO_EXP2 0x04
#define POW_TO_EXP2 0x08
#define LOG_TO_LOG2 0x10
#define MOD_TO_FRACT 0x20
#define INT_DIV_TO_MUL_RCP 0x40
#define BITFIELD_INSERT_TO_BFM_BFI 0x80
#define LDEXP_TO_ARITH 0x100
#define CARRY_TO_ARITH 0x200
#define BORROW_TO_ARITH 0x400
#define SAT_TO_CLAMP 0x800
enum lower_packing_builtins_op {
LOWER_PACK_UNPACK_NONE = 0x0000,
LOWER_PACK_SNORM_2x16 = 0x0001,
LOWER_UNPACK_SNORM_2x16 = 0x0002,
LOWER_PACK_UNORM_2x16 = 0x0004,
LOWER_UNPACK_UNORM_2x16 = 0x0008,
LOWER_PACK_HALF_2x16 = 0x0010,
LOWER_UNPACK_HALF_2x16 = 0x0020,
LOWER_PACK_HALF_2x16_TO_SPLIT = 0x0040,
LOWER_UNPACK_HALF_2x16_TO_SPLIT = 0x0080,
LOWER_PACK_SNORM_4x8 = 0x0100,
LOWER_UNPACK_SNORM_4x8 = 0x0200,
LOWER_PACK_UNORM_4x8 = 0x0400,
LOWER_UNPACK_UNORM_4x8 = 0x0800
};
bool do_common_optimization(exec_list *ir, bool linked,
bool uniform_locations_assigned,
const struct gl_shader_compiler_options *options,
bool native_integers);
bool do_rebalance_tree(exec_list *instructions);
bool do_algebraic(exec_list *instructions, bool native_integers,
const struct gl_shader_compiler_options *options);
bool do_constant_folding(exec_list *instructions);
bool do_constant_variable(exec_list *instructions);
bool do_constant_variable_unlinked(exec_list *instructions);
bool do_copy_propagation(exec_list *instructions);
bool do_copy_propagation_elements(exec_list *instructions);
bool do_constant_propagation(exec_list *instructions);
bool do_cse(exec_list *instructions);
void do_dead_builtin_varyings(struct gl_context *ctx,
gl_shader *producer, gl_shader *consumer,
unsigned num_tfeedback_decls,
class tfeedback_decl *tfeedback_decls);
bool do_dead_code(exec_list *instructions, bool uniform_locations_assigned);
bool do_dead_code_local(exec_list *instructions);
bool do_dead_code_unlinked(exec_list *instructions);
bool do_dead_functions(exec_list *instructions);
bool opt_flip_matrices(exec_list *instructions);
bool do_function_inlining(exec_list *instructions);
bool do_lower_jumps(exec_list *instructions, bool pull_out_jumps = true, bool lower_sub_return = true, bool lower_main_return = false, bool lower_continue = false, bool lower_break = false);
bool do_if_simplification(exec_list *instructions);
bool opt_flatten_nested_if_blocks(exec_list *instructions);
bool do_discard_simplification(exec_list *instructions);
bool lower_if_to_cond_assign(exec_list *instructions, unsigned max_depth = 0);
bool do_mat_op_to_vec(exec_list *instructions);
bool do_minmax_prune(exec_list *instructions);
bool do_noop_swizzle(exec_list *instructions);
bool do_structure_splitting(exec_list *instructions);
bool do_swizzle_swizzle(exec_list *instructions);
bool do_vectorize(exec_list *instructions);
bool do_tree_grafting(exec_list *instructions);
bool do_vec_index_to_cond_assign(exec_list *instructions);
bool do_vec_index_to_swizzle(exec_list *instructions);
bool lower_discard(exec_list *instructions);
void lower_discard_flow(exec_list *instructions);
bool lower_instructions(exec_list *instructions, unsigned what_to_lower);
bool lower_noise(exec_list *instructions);
bool lower_variable_index_to_cond_assign(exec_list *instructions,
bool lower_input, bool lower_output, bool lower_temp, bool lower_uniform);
bool lower_quadop_vector(exec_list *instructions, bool dont_lower_swz);
bool lower_clip_distance(gl_shader *shader);
void lower_output_reads(exec_list *instructions);
bool lower_packing_builtins(exec_list *instructions, int op_mask);
void lower_ubo_reference(struct gl_shader *shader, exec_list *instructions);
void lower_packed_varyings(void *mem_ctx,
unsigned locations_used, ir_variable_mode mode,
unsigned gs_input_vertices, gl_shader *shader);
bool lower_vector_insert(exec_list *instructions, bool lower_nonconstant_index);
void lower_named_interface_blocks(void *mem_ctx, gl_shader *shader);
bool optimize_redundant_jumps(exec_list *instructions);
bool optimize_split_arrays(exec_list *instructions, bool linked, bool split_shader_outputs);
bool lower_offset_arrays(exec_list *instructions);
void optimize_dead_builtin_variables(exec_list *instructions,
enum ir_variable_mode other);
bool lower_vertex_id(gl_shader *shader);
ir_rvalue *
compare_index_block(exec_list *instructions, ir_variable *index,
unsigned base, unsigned components, void *mem_ctx);