diff options
author | Timothy Arceri <[email protected]> | 2017-08-09 13:34:02 +1000 |
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committer | Timothy Arceri <[email protected]> | 2017-08-11 10:43:12 +1000 |
commit | e2e2c5abd279df1b3aa99c52b81c9cb48fea35fb (patch) | |
tree | 814dcc8cf5c292ebaead53f75580c93b7f95f1ce /src/compiler/glsl/ir.h | |
parent | 5563872dbfbf733ed56e1b367bc8944ca59b1c3e (diff) |
glsl: calculate number of operands in an expression once
Extra validation is added to ir_validate to make sure this is
always updated to the correct numer of operands, as passes like
lower_instructions modify the instructions directly rather then
generating a new one.
The reduction in time is so small that it is not really
measurable. However callgrind was reporting this function as
being called just under 34 million times while compiling the
Deus Ex shaders (just pre-linking was profiled) with 0.20%
spent in this function.
v2:
- make num_operands a unit8_t
- fix unsigned/signed mismatches
Reviewed-by: Thomas Helland <[email protected]>
Diffstat (limited to 'src/compiler/glsl/ir.h')
-rw-r--r-- | src/compiler/glsl/ir.h | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/src/compiler/glsl/ir.h b/src/compiler/glsl/ir.h index 840c06e10ac..58e6356566f 100644 --- a/src/compiler/glsl/ir.h +++ b/src/compiler/glsl/ir.h @@ -1579,8 +1579,21 @@ public: virtual ir_variable *variable_referenced() const; + /** + * Determine the number of operands used by an expression + */ + void init_num_operands() + { + if (operation == ir_quadop_vector) { + num_operands = this->type->vector_elements; + } else { + num_operands = get_num_operands(operation); + } + } + ir_expression_operation operation; ir_rvalue *operands[4]; + uint8_t num_operands; }; |