diff options
Diffstat (limited to 'src/compiler/glsl/linker.cpp')
-rw-r--r-- | src/compiler/glsl/linker.cpp | 39 |
1 files changed, 26 insertions, 13 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index dafa39d438d..b768a6e5285 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -4608,6 +4608,24 @@ link_varyings_and_uniforms(unsigned first, unsigned last, return true; } +static void +linker_optimisation_loop(struct gl_context *ctx, exec_list *ir, + unsigned stage) +{ + if (ctx->Const.GLSLOptimizeConservatively) { + /* Run it just once. */ + do_common_optimization(ir, true, false, + &ctx->Const.ShaderCompilerOptions[stage], + ctx->Const.NativeIntegers); + } else { + /* Repeat it until it stops making changes. */ + while (do_common_optimization(ir, true, false, + &ctx->Const.ShaderCompilerOptions[stage], + ctx->Const.NativeIntegers)) + ; + } +} + void link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) { @@ -4882,20 +4900,15 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) lower_tess_level(prog->_LinkedShaders[i]); } - 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)) - ; - } + /* Call opts before lowering const arrays to uniforms so we can const + * propagate any elements accessed directly. + */ + linker_optimisation_loop(ctx, prog->_LinkedShaders[i]->ir, i); + + /* Call opts after lowering const arrays to copy propagate things. */ + if (lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i)) + linker_optimisation_loop(ctx, prog->_LinkedShaders[i]->ir, i); - lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i); propagate_invariance(prog->_LinkedShaders[i]->ir); } |