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authorEric Anholt <[email protected]>2010-08-10 13:06:49 -0700
committerEric Anholt <[email protected]>2010-08-13 17:47:00 -0700
commit2f4fe151681a6f6afe1d452eece6cf4144f44e49 (patch)
tree89fa7ab114f76786b6a84b83b77c8f603486457d /src/glsl/linker.cpp
parentc55aa4292f35a6d08b0660e23f248a37988a5f99 (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.
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r--src/glsl/linker.cpp47
1 files changed, 6 insertions, 41 deletions
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);