From e995f0e10c9ee51f7c8f8fa2193ff99e1b49e40d Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Thu, 5 Aug 2010 10:13:10 -0700 Subject: ir_to_mesa: Don't do function inlining until linking. Optimizations at compile time should generally be done with the goal of reducing instruction count so that other work, particularly linking, is less time-consuming if the shader is used multiple times. However, function inlining increases instruction count for the inlined function bodies without removing the original function body, since we don't know if it will be used at link time or not. Reduces the runtime of linking and executing a Yo Frankie fragment shader from 0.9 seconds to 0.5 seconds (-45.9%, +/- 2.2%, n=5). --- src/mesa/program/ir_to_mesa.cpp | 1 - 1 file changed, 1 deletion(-) diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index 74996ae4802..299b11d2741 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -2604,7 +2604,6 @@ _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader) do { progress = false; - progress = do_function_inlining(shader->ir) || progress; progress = do_if_simplification(shader->ir) || progress; progress = do_copy_propagation(shader->ir) || progress; progress = do_dead_code_local(shader->ir) || progress; -- cgit v1.2.3