diff options
author | Eric Anholt <eric@anholt.net> | 2010-08-10 13:06:49 -0700 |
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committer | Eric Anholt <eric@anholt.net> | 2010-08-13 17:47:00 -0700 |
commit | 2f4fe151681a6f6afe1d452eece6cf4144f44e49 (patch) | |
tree | 89fa7ab114f76786b6a84b83b77c8f603486457d /src/glsl/linker.cpp | |
parent | c55aa4292f35a6d08b0660e23f248a37988a5f99 (diff) |
glsl2: Move the common optimization passes to a helper function.
These are passes that we expect all codegen to be happy with. The
other lowering passes for Mesa IR are moved to the Mesa IR generator.
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r-- | src/glsl/linker.cpp | 47 |
1 files changed, 6 insertions, 41 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 7bff859d55..9931251f40 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -1308,48 +1308,13 @@ link_shaders(struct gl_shader_program *prog) prog->LinkStatus = true; } - /* FINISHME: Perform whole-program optimization here. */ + /* Do common optimization before assigning storage for attributes, + * uniforms, and varyings. Later optimization could possibly make + * some of that unused. + */ for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) { - /* Optimization passes */ - bool progress; - exec_list *ir = prog->_LinkedShaders[i]->ir; - - /* Lowering */ - do_mat_op_to_vec(ir); - do_mod_to_fract(ir); - do_div_to_mul_rcp(ir); - do_explog_to_explog2(ir); - do_sub_to_add_neg(ir); - - do { - progress = false; - - progress = do_function_inlining(ir) || progress; - progress = do_dead_functions(ir) || progress; - progress = do_structure_splitting(ir) || progress; - progress = do_if_simplification(ir) || progress; - progress = do_copy_propagation(ir) || progress; - progress = do_dead_code_local(ir) || progress; - progress = do_dead_code(ir) || progress; - progress = do_tree_grafting(ir) || progress; - progress = do_constant_propagation(ir) || progress; - progress = do_constant_variable(ir) || progress; - progress = do_constant_folding(ir) || progress; - progress = do_algebraic(ir) || progress; - progress = do_if_return(ir) || progress; -#if 0 - if (ctx->Shader.EmitNoIfs) - progress = do_if_to_cond_assign(ir) || progress; -#endif - - progress = do_vec_index_to_swizzle(ir) || progress; - /* Do this one after the previous to let the easier pass handle - * constant vector indexing. - */ - progress = do_vec_index_to_cond_assign(ir) || progress; - - progress = do_swizzle_swizzle(ir) || progress; - } while (progress); + while (do_common_optimization(prog->_LinkedShaders[i]->ir, true)) + ; } assign_uniform_locations(prog); |