diff options
author | Eric Anholt <[email protected]> | 2010-08-10 13:06:49 -0700 |
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committer | Eric Anholt <[email protected]> | 2010-08-13 17:47:00 -0700 |
commit | 2f4fe151681a6f6afe1d452eece6cf4144f44e49 (patch) | |
tree | 89fa7ab114f76786b6a84b83b77c8f603486457d | |
parent | c55aa4292f35a6d08b0660e23f248a37988a5f99 (diff) |
glsl2: Move the common optimization passes to a helper function.
These are passes that we expect all codegen to be happy with. The
other lowering passes for Mesa IR are moved to the Mesa IR generator.
-rw-r--r-- | src/glsl/glsl_parser_extras.cpp | 35 | ||||
-rw-r--r-- | src/glsl/ir_optimization.h | 2 | ||||
-rw-r--r-- | src/glsl/linker.cpp | 47 | ||||
-rw-r--r-- | src/mesa/program/ir_to_mesa.cpp | 61 |
4 files changed, 72 insertions, 73 deletions
diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp index dbf6f531569..2ed3905abc9 100644 --- a/src/glsl/glsl_parser_extras.cpp +++ b/src/glsl/glsl_parser_extras.cpp @@ -33,6 +33,7 @@ extern "C" { #include "ast.h" #include "glsl_parser_extras.h" #include "glsl_parser.h" +#include "ir_optimization.h" _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct __GLcontextRec *ctx, GLenum target, void *mem_ctx) @@ -705,3 +706,37 @@ ast_struct_specifier::ast_struct_specifier(char *identifier, name = identifier; this->declarations.push_degenerate_list_at_head(&declarator_list->link); } + +bool +do_common_optimization(exec_list *ir, bool linked) +{ + GLboolean progress = GL_FALSE; + + progress = do_sub_to_add_neg(ir) || progress; + + if (linked) { + progress = do_function_inlining(ir) || progress; + progress = do_dead_functions(ir) || progress; + } + progress = do_structure_splitting(ir) || progress; + progress = do_if_simplification(ir) || progress; + progress = do_copy_propagation(ir) || progress; + if (linked) + progress = do_dead_code(ir) || progress; + else + progress = do_dead_code_unlinked(ir) || progress; + progress = do_dead_code_local(ir) || progress; + progress = do_tree_grafting(ir) || progress; + progress = do_constant_propagation(ir) || progress; + if (linked) + progress = do_constant_variable(ir) || progress; + else + progress = do_constant_variable_unlinked(ir) || progress; + progress = do_constant_folding(ir) || progress; + progress = do_algebraic(ir) || progress; + progress = do_if_return(ir) || progress; + progress = do_vec_index_to_swizzle(ir) || progress; + progress = do_swizzle_swizzle(ir) || progress; + + return progress; +} diff --git a/src/glsl/ir_optimization.h b/src/glsl/ir_optimization.h index 5997a30eab3..0c4e548e44c 100644 --- a/src/glsl/ir_optimization.h +++ b/src/glsl/ir_optimization.h @@ -28,6 +28,8 @@ * Prototypes for optimization passes to be called by the compiler and drivers. */ +bool do_common_optimization(exec_list *ir, bool linked); + bool do_algebraic(exec_list *instructions); bool do_constant_folding(exec_list *instructions); bool do_constant_variable(exec_list *instructions); diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 7bff859d554..9931251f404 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -1308,48 +1308,13 @@ link_shaders(struct gl_shader_program *prog) prog->LinkStatus = true; } - /* FINISHME: Perform whole-program optimization here. */ + /* Do common optimization before assigning storage for attributes, + * uniforms, and varyings. Later optimization could possibly make + * some of that unused. + */ for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) { - /* Optimization passes */ - bool progress; - exec_list *ir = prog->_LinkedShaders[i]->ir; - - /* Lowering */ - do_mat_op_to_vec(ir); - do_mod_to_fract(ir); - do_div_to_mul_rcp(ir); - do_explog_to_explog2(ir); - do_sub_to_add_neg(ir); - - do { - progress = false; - - progress = do_function_inlining(ir) || progress; - progress = do_dead_functions(ir) || progress; - progress = do_structure_splitting(ir) || progress; - progress = do_if_simplification(ir) || progress; - progress = do_copy_propagation(ir) || progress; - progress = do_dead_code_local(ir) || progress; - progress = do_dead_code(ir) || progress; - progress = do_tree_grafting(ir) || progress; - progress = do_constant_propagation(ir) || progress; - progress = do_constant_variable(ir) || progress; - progress = do_constant_folding(ir) || progress; - progress = do_algebraic(ir) || progress; - progress = do_if_return(ir) || progress; -#if 0 - if (ctx->Shader.EmitNoIfs) - progress = do_if_to_cond_assign(ir) || progress; -#endif - - progress = do_vec_index_to_swizzle(ir) || progress; - /* Do this one after the previous to let the easier pass handle - * constant vector indexing. - */ - progress = do_vec_index_to_cond_assign(ir) || progress; - - progress = do_swizzle_swizzle(ir) || progress; - } while (progress); + while (do_common_optimization(prog->_LinkedShaders[i]->ir, true)) + ; } assign_uniform_locations(prog); diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index ecb13069cb7..c8c655b2967 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -2567,38 +2567,11 @@ _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader) if (!state->error && !shader->ir->is_empty()) { validate_ir_tree(shader->ir); - /* Lowering */ - do_mat_op_to_vec(shader->ir); - do_mod_to_fract(shader->ir); - do_div_to_mul_rcp(shader->ir); - do_sub_to_add_neg(shader->ir); - - /* Optimization passes */ - bool progress; - do { - progress = false; - - progress = do_if_simplification(shader->ir) || progress; - progress = do_copy_propagation(shader->ir) || progress; - progress = do_dead_code_local(shader->ir) || progress; - progress = do_dead_code_unlinked(shader->ir) || progress; - progress = do_tree_grafting(shader->ir) || progress; - progress = do_constant_propagation(shader->ir) || progress; - progress = do_constant_variable_unlinked(shader->ir) || progress; - progress = do_constant_folding(shader->ir) || progress; - progress = do_algebraic(shader->ir) || progress; - progress = do_if_return(shader->ir) || progress; - if (ctx->Shader.EmitNoIfs) - progress = do_if_to_cond_assign(shader->ir) || progress; - - progress = do_vec_index_to_swizzle(shader->ir) || progress; - /* Do this one after the previous to let the easier pass handle - * constant vector indexing. - */ - progress = do_vec_index_to_cond_assign(shader->ir) || progress; - - progress = do_swizzle_swizzle(shader->ir) || progress; - } while (progress); + /* Do some optimization at compile time to reduce shader IR size + * and reduce later work if the same shader is linked multiple times + */ + while (do_common_optimization(shader->ir, false)) + ; validate_ir_tree(shader->ir); } @@ -2666,6 +2639,30 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog) } if (prog->LinkStatus) { + for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) { + bool progress; + exec_list *ir = prog->_LinkedShaders[i]->ir; + + do { + progress = false; + + /* Lowering */ + do_mat_op_to_vec(ir); + do_mod_to_fract(ir); + do_div_to_mul_rcp(ir); + do_explog_to_explog2(ir); + + progress = do_common_optimization(ir, true) || progress; + + if (ctx->Shader.EmitNoIfs) + progress = do_if_to_cond_assign(ir) || progress; + + progress = do_vec_index_to_cond_assign(ir) || progress; + } while (progress); + } + } + + if (prog->LinkStatus) { for (i = 0; i < prog->_NumLinkedShaders; i++) { struct gl_program *linked_prog; bool ok = true; |