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* glsl: Don't trust loop analysis in the presence of function calls.Kenneth Graunke2012-04-021-0/+6
| | | | | | | | | | | | | | | | | | | | | 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]>
* glsl: Skip the rest of loop unrolling if no loops were found.Eric Anholt2011-01-181-0/+2
| | | | | Shaves 1.6% (+/- 1.0%) off of ff_fragment_shader glean texCombine time (n=5).
* glsl: add several EmitNo* options, and MaxUnrollIterationsLuca Barbieri2010-09-081-1/+1
| | | | | | | | | 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]>
* glsl2: Add module to perform simple loop unrollingIan Romanick2010-09-031-0/+14
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* glsl2: Track the number of ir_loop_jump instructions that are in a loopIan Romanick2010-09-031-0/+6
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* glsl2: Add module to suss out loop control variables from loop analysis dataIan Romanick2010-09-031-0/+20
| | | | This is the next step on the road to loop unrolling
* glsl2: Add module to analyze variables used in loopsIan Romanick2010-09-031-0/+190
This is the first step eventually leading to loop unrolling.