diff options
author | Eric Anholt <eric@anholt.net> | 2010-08-10 13:06:49 -0700 |
---|---|---|
committer | Eric Anholt <eric@anholt.net> | 2010-08-13 17:47:00 -0700 |
commit | 2f4fe151681a6f6afe1d452eece6cf4144f44e49 (patch) | |
tree | 89fa7ab114f76786b6a84b83b77c8f603486457d /src/glsl | |
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')
-rw-r--r-- | src/glsl/glsl_parser_extras.cpp | 35 | ||||
-rw-r--r-- | src/glsl/ir_optimization.h | 2 | ||||
-rw-r--r-- | src/glsl/linker.cpp | 47 |
3 files changed, 43 insertions, 41 deletions
diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp index dbf6f53156..2ed3905abc 100644 --- a/src/glsl/glsl_parser_extras.cpp +++ b/src/glsl/glsl_parser_extras.cpp @@ -33,6 +33,7 @@ extern "C" { #include "ast.h" #include "glsl_parser_extras.h" #include "glsl_parser.h" +#include "ir_optimization.h" _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct __GLcontextRec *ctx, GLenum target, void *mem_ctx) @@ -705,3 +706,37 @@ ast_struct_specifier::ast_struct_specifier(char *identifier, name = identifier; this->declarations.push_degenerate_list_at_head(&declarator_list->link); } + +bool +do_common_optimization(exec_list *ir, bool linked) +{ + GLboolean progress = GL_FALSE; + + progress = do_sub_to_add_neg(ir) || progress; + + if (linked) { + 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; + if (linked) + progress = do_dead_code(ir) || progress; + else + progress = do_dead_code_unlinked(ir) || progress; + progress = do_dead_code_local(ir) || progress; + progress = do_tree_grafting(ir) || progress; + progress = do_constant_propagation(ir) || progress; + if (linked) + progress = do_constant_variable(ir) || progress; + else + progress = do_constant_variable_unlinked(ir) || progress; + progress = do_constant_folding(ir) || progress; + progress = do_algebraic(ir) || progress; + progress = do_if_return(ir) || progress; + progress = do_vec_index_to_swizzle(ir) || progress; + progress = do_swizzle_swizzle(ir) || progress; + + return progress; +} diff --git a/src/glsl/ir_optimization.h b/src/glsl/ir_optimization.h index 5997a30eab..0c4e548e44 100644 --- a/src/glsl/ir_optimization.h +++ b/src/glsl/ir_optimization.h @@ -28,6 +28,8 @@ * Prototypes for optimization passes to be called by the compiler and drivers. */ +bool do_common_optimization(exec_list *ir, bool linked); + bool do_algebraic(exec_list *instructions); bool do_constant_folding(exec_list *instructions); bool do_constant_variable(exec_list *instructions); 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); |