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authorIan Romanick <[email protected]>2016-09-15 11:24:12 -0700
committerIan Romanick <[email protected]>2016-11-10 14:30:49 -0800
commitd0028b2e1c43392bb476416a1af2097ab17afe7c (patch)
tree4af63744b7cc3969782386d6a39a3dc42f22e16c /src/compiler/glsl/standalone.cpp
parent4dc759c8c236e725ff7bbd439e19eada12bf390f (diff)
glsl/standalone: Enable par-linking
If the user did not request full linking, link the shader with the built-in functions, inline them, and eliminate them. Previous to this you'd see all these calls to "dot" and "max" in the output. This prevented a lot of expected optimizations and cluttered the output. This gives it some chance of being useful. v2: Rebase on top of Ken's "built-ins now" work. v3: Don't do_common_optimizations if par-linking fails. Update expected output of warnings tests to prevent 'make check' regressions. v4: Optimize harder. Most important, do function inlining. Otherwise it's quite impractical for one function in a file to call another function in the same file. v5: Add some code simplifications and an assertion suggested by Iago. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
Diffstat (limited to 'src/compiler/glsl/standalone.cpp')
-rw-r--r--src/compiler/glsl/standalone.cpp45
1 files changed, 43 insertions, 2 deletions
diff --git a/src/compiler/glsl/standalone.cpp b/src/compiler/glsl/standalone.cpp
index 7e633a72c6a..73c7408a96b 100644
--- a/src/compiler/glsl/standalone.cpp
+++ b/src/compiler/glsl/standalone.cpp
@@ -38,6 +38,8 @@
#include "standalone.h"
#include "util/string_to_uint_map.h"
#include "util/set.h"
+#include "linker.h"
+#include "glsl_parser_extras.h"
#include "opt_add_neg_to_sub.h"
class dead_variable_visitor : public ir_hierarchical_visitor {
@@ -478,10 +480,49 @@ standalone_compile_shader(const struct standalone_options *_options,
}
}
- if ((status == EXIT_SUCCESS) && options->do_link) {
+ if (status == EXIT_SUCCESS) {
_mesa_clear_shader_program_data(ctx, whole_program);
- link_shaders(ctx, whole_program);
+ if (options->do_link) {
+ link_shaders(ctx, whole_program);
+ } else {
+ const gl_shader_stage stage = whole_program->Shaders[0]->Stage;
+
+ whole_program->LinkStatus = GL_TRUE;
+ whole_program->_LinkedShaders[stage] =
+ link_intrastage_shaders(whole_program /* mem_ctx */,
+ ctx,
+ whole_program,
+ whole_program->Shaders,
+ 1,
+ true);
+
+ /* Par-linking can fail, for example, if there are undefined external
+ * references.
+ */
+ if (whole_program->_LinkedShaders[stage] != NULL) {
+ assert(whole_program->LinkStatus);
+
+ struct gl_shader_compiler_options *const compiler_options =
+ &ctx->Const.ShaderCompilerOptions[stage];
+
+ exec_list *const ir =
+ whole_program->_LinkedShaders[stage]->ir;
+
+ bool progress;
+ do {
+ progress = do_function_inlining(ir);
+
+ progress = do_common_optimization(ir,
+ false,
+ false,
+ compiler_options,
+ true)
+ && progress;
+ } while(progress);
+ }
+ }
+
status = (whole_program->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
if (strlen(whole_program->InfoLog) > 0) {