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 /src/mesa/program | |
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.
Diffstat (limited to 'src/mesa/program')
-rw-r--r-- | src/mesa/program/ir_to_mesa.cpp | 61 |
1 files changed, 29 insertions, 32 deletions
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; |