Re: [Mesa-dev] [PATCH] squash! glsl: Optimize min/max expression trees

2014-08-18 Thread Connor Abbott
On Mon, Aug 18, 2014 at 9:26 AM, Petri Latvala wrote: > On 08/14/2014 11:00 AM, Connor Abbott wrote: >> >> >> >> Another thing I'd like to see is to change minmax_range to call things >> "low" and "high" instead of "range[0]" and "range[1]." This helps >> readability, and the tricks with indirect

Re: [Mesa-dev] [PATCH] squash! glsl: Optimize min/max expression trees

2014-08-18 Thread Petri Latvala
On 08/14/2014 11:00 AM, Connor Abbott wrote: Another thing I'd like to see is to change minmax_range to call things "low" and "high" instead of "range[0]" and "range[1]." This helps readability, and the tricks with indirect addressing that having an array lets you do are things we really should

Re: [Mesa-dev] [PATCH] squash! glsl: Optimize min/max expression trees

2014-08-18 Thread Petri Latvala
On 08/14/2014 07:04 AM, Matt Turner wrote: --- I'd squash this in at minimum. The changes are - Whitespace - Removal of unnecessary destructor - Renaming "one" and "two" to "a" and "b" (one->value.u[c0] < two->value.u[c0]...) - continue -> break - assert(!...) -> unreachable - Not d

Re: [Mesa-dev] [PATCH] squash! glsl: Optimize min/max expression trees

2014-08-14 Thread Connor Abbott
On Wed, Aug 13, 2014 at 9:04 PM, Matt Turner wrote: > --- > I'd squash this in at minimum. The changes are > > - Whitespace > - Removal of unnecessary destructor > - Renaming "one" and "two" to "a" and "b" (one->value.u[c0] < > two->value.u[c0]...) > - continue -> break > - assert(!...) -> u

[Mesa-dev] [PATCH] squash! glsl: Optimize min/max expression trees

2014-08-13 Thread Matt Turner
--- I'd squash this in at minimum. The changes are - Whitespace - Removal of unnecessary destructor - Renaming "one" and "two" to "a" and "b" (one->value.u[c0] < two->value.u[c0]...) - continue -> break - assert(!...) -> unreachable - Not doing assignments in if conditionals - Marking swiz