On Thu, Jul 19, 2018 at 10:24 AM, Timothy Arceri wrote:
> On 19/07/18 12:02, Connor Abbott wrote:
>>
>> Why not do the more general thing, and evaluate the condition in every
>> block dominated by the then and else blocks? That should handle the
>> loop and non-loop cases.
>
>
> Can you explain
On 19/07/18 12:02, Connor Abbott wrote:
Why not do the more general thing, and evaluate the condition in every
block dominated by the then and else blocks? That should handle the
loop and non-loop cases.
Can you explain what the advantage would be in doing that? Is it just
likely to reduce
Why not do the more general thing, and evaluate the condition in every
block dominated by the then and else blocks? That should handle the
loop and non-loop cases.
On Thu, Jul 19, 2018 at 8:06 AM, Timothy Arceri wrote:
> Since we know what side of the branch we ended up on we can just
> replace
Since we know what side of the branch we ended up on we can just
replace the use with a constant.
All helped shaders are from Unreal Engine 4 besides one shader from
Dirt Showdown.
V2: make sure we do evaluation when condition is used in else with
a single block (we were checking for blocks