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authorEric Anholt <[email protected]>2010-08-05 10:13:10 -0700
committerEric Anholt <[email protected]>2010-08-05 10:18:45 -0700
commite995f0e10c9ee51f7c8f8fa2193ff99e1b49e40d (patch)
treebc5711a39791fa71e641625bf79fc9194b6780d8
parent2e853ca23c8670246dd4efcee0706f68097652f7 (diff)
ir_to_mesa: Don't do function inlining until linking.
Optimizations at compile time should generally be done with the goal of reducing instruction count so that other work, particularly linking, is less time-consuming if the shader is used multiple times. However, function inlining increases instruction count for the inlined function bodies without removing the original function body, since we don't know if it will be used at link time or not. Reduces the runtime of linking and executing a Yo Frankie fragment shader from 0.9 seconds to 0.5 seconds (-45.9%, +/- 2.2%, n=5).
-rw-r--r--src/mesa/program/ir_to_mesa.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index 74996ae4802..299b11d2741 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -2604,7 +2604,6 @@ _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
do {
progress = false;
- progress = do_function_inlining(shader->ir) || progress;
progress = do_if_simplification(shader->ir) || progress;
progress = do_copy_propagation(shader->ir) || progress;
progress = do_dead_code_local(shader->ir) || progress;