| Commit message (Collapse) | Author | Age | Files | Lines |
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Function calls may have side effects that alter variables used inside
the loop. In the fragment shader, they may even terminate the shader.
This means our analysis about loop-constant or induction variables may
be completely wrong.
In general it's impossible to determine whether they actually do or not
(due to the halting problem), so we'd need to perform conservative
static analysis. For now, it's not worth the complexity: most functions
will be inlined, at which point we can unroll them successfully.
Fixes Piglit tests:
- shaders/glsl-fs-unroll-out-param
- shaders/glsl-fs-unroll-side-effect
NOTE: This is a candidate for release branches.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Shaves 1.6% (+/- 1.0%) off of ff_fragment_shader glean texCombine time
(n=5).
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This increases the chance that GLSL programs will actually work.
Note that continues and returns are not yet lowered, so linking
will just fail if not supported.
Signed-off-by: Ian Romanick <[email protected]>
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This is the next step on the road to loop unrolling
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This is the first step eventually leading to loop unrolling.
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