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authorIan Romanick <[email protected]>2014-05-28 17:09:45 -0700
committerIan Romanick <[email protected]>2014-09-30 13:34:41 -0700
commit1012e95a40fe08f5d4f6219c1bc9812ad8f91423 (patch)
tree7e4790e52d3d203e11f692c6f4c6ba8244d79c09 /Android.common.mk
parent77005cfabd263e593cec37cd5933443785d6b9aa (diff)
glsl: Eliminate unused built-in variables after compilation
After compilation (and before linking) we can eliminate quite a few built-in variables. Basically, any uniform or constant (e.g., gl_MaxVertexTextureImageUnits) that isn't used (with one exception) can be eliminated. System values, vertex shader inputs (with one exception), and fragment shader outputs that are not used and not re-declared in the shader text can also be removed. gl_ModelViewProjectMatrix and gl_Vertex are used by the built-in function ftransform. There are some complications with eliminating these variables (see the comment in the patch), so they are not eliminated. Valgrind massif results for a trimmed apitrace of dota2: n time(i) total(B) useful-heap(B) extra-heap(B) stacks(B) Before (32-bit): 46 40,661,487,174 75,116,800 68,854,065 6,262,735 0 After (32-bit): 50 40,564,927,443 69,185,408 63,683,871 5,501,537 0 Before (64-bit): 64 37,200,329,700 104,872,672 96,514,546 8,358,126 0 After (64-bit): 59 36,822,048,449 96,526,888 89,113,000 7,413,888 0 A real savings of 4.9MiB on 32-bit and 7.0MiB on 64-bit. v2: Don't remove any built-in with Transpose in the name. v3: Fix comment typo noticed by Anuj. Signed-off-by: Ian Romanick <[email protected]> Suggested-by: Eric Anholt <[email protected]> Reviewed-by: Matt Turner <[email protected]> Acked-by: Anuj Phogat <[email protected]> Cc: Eric Anholt <[email protected]>
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