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* glsl: Change loop_analysis to not look like a resource leakIan Romanick2013-02-071-1/+1
| | | | | | | | | | | | | | | Previously the loop_state was allocated in the loop_analysis constructor, but not freed in the (nonexistent) destructor. Moving the allocation of the loop_state makes this code appear less sketchy. Either way, there is no actual leak. The loop_state is freed by the single caller of analyze_loop_variables. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Cc: Dave Airlie <airlied@freedesktop.org> Reviewed-by: Matt Turner <mattst88@gmail.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=57753
* glsl: Hook up loop_variable_state destructor to plug a memory leak.Kenneth Graunke2012-06-071-0/+17
| | | | | | | | | | | | | While ~loop_state() is already freeing the loop_variable_state objects via ralloc_free(this->mem_ctx), the ~loop_variable_state() destructor was never getting called, so the hash table inside loop_variable_state was never getting destroyed. Fixes a memory leak in any shader with loops. NOTE: This is a candidate for stable release branches. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
* 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 <kenneth@whitecape.org> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
* 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 <ian.d.romanick@intel.com>
* 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.