diff options
author | Marek Olšák <[email protected]> | 2016-12-31 13:42:09 +0100 |
---|---|---|
committer | Marek Olšák <[email protected]> | 2017-01-05 13:07:12 +0100 |
commit | 0a5018c1a483abe6c4dddc6c65a7f4e939efc726 (patch) | |
tree | 17a58572cfb31f921c54399c5b28b1434cff0532 /src | |
parent | e51baeb6c1386681d8f9c285a8f4912d91fad7ee (diff) |
mesa: add gl_constants::GLSLOptimizeConservatively
to reduce the amount of GLSL optimizations for drivers that can do better.
Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/compiler/glsl/glsl_parser_extras.cpp | 14 | ||||
-rw-r--r-- | src/compiler/glsl/linker.cpp | 16 | ||||
-rw-r--r-- | src/mesa/main/ff_fragment_shader.cpp | 10 | ||||
-rw-r--r-- | src/mesa/main/mtypes.h | 7 |
4 files changed, 37 insertions, 10 deletions
diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp index b12cf3d90c0..e97cbf4b826 100644 --- a/src/compiler/glsl/glsl_parser_extras.cpp +++ b/src/compiler/glsl/glsl_parser_extras.cpp @@ -1949,12 +1949,20 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader, assign_subroutine_indexes(shader, state); lower_subroutine(shader->ir, state); + /* 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, false, options, - ctx->Const.NativeIntegers)) - ; + if (ctx->Const.GLSLOptimizeConservatively) { + /* Run it just once. */ + do_common_optimization(shader->ir, false, false, options, + ctx->Const.NativeIntegers); + } else { + /* Repeat it until it stops making changes. */ + while (do_common_optimization(shader->ir, false, false, options, + ctx->Const.NativeIntegers)) + ; + } validate_ir_tree(shader->ir); diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index f4f918a34e7..13fbb30b27b 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -5048,10 +5048,18 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) lower_tess_level(prog->_LinkedShaders[i]); } - while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, - &ctx->Const.ShaderCompilerOptions[i], - ctx->Const.NativeIntegers)) - ; + if (ctx->Const.GLSLOptimizeConservatively) { + /* Run it just once. */ + do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, + &ctx->Const.ShaderCompilerOptions[i], + ctx->Const.NativeIntegers); + } else { + /* Repeat it until it stops making changes. */ + while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, + &ctx->Const.ShaderCompilerOptions[i], + ctx->Const.NativeIntegers)) + ; + } lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i); propagate_invariance(prog->_LinkedShaders[i]->ir); diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp index fd2c71f93ee..48b84e8fd73 100644 --- a/src/mesa/main/ff_fragment_shader.cpp +++ b/src/mesa/main/ff_fragment_shader.cpp @@ -1254,9 +1254,13 @@ create_new_program(struct gl_context *ctx, struct state_key *key) const struct gl_shader_compiler_options *options = &ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT]; - while (do_common_optimization(p.shader->ir, false, false, options, - ctx->Const.NativeIntegers)) - ; + /* Conservative approach: Don't optimize here, the linker does it too. */ + if (!ctx->Const.GLSLOptimizeConservatively) { + while (do_common_optimization(p.shader->ir, false, false, options, + ctx->Const.NativeIntegers)) + ; + } + reparent_ir(p.shader->ir, p.shader->ir); p.shader->CompileStatus = true; diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h index c7535a37761..2693a8068c0 100644 --- a/src/mesa/main/mtypes.h +++ b/src/mesa/main/mtypes.h @@ -3643,6 +3643,13 @@ struct gl_constants bool GLSLFrontFacingIsSysVal; /** + * Run the minimum amount of GLSL optimizations to be able to link + * shaders optimally (eliminate dead varyings and uniforms) and just do + * all the necessary lowering. + */ + bool GLSLOptimizeConservatively; + + /** * Always use the GetTransformFeedbackVertexCount() driver hook, rather * than passing the transform feedback object to the drawing function. */ |