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authorEric Anholt <eric@anholt.net>2010-08-10 13:06:49 -0700
committerEric Anholt <eric@anholt.net>2010-08-13 17:47:00 -0700
commit2f4fe151681a6f6afe1d452eece6cf4144f44e49 (patch)
tree89fa7ab114f76786b6a84b83b77c8f603486457d /src/mesa
parentc55aa4292f35a6d08b0660e23f248a37988a5f99 (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/mesa')
-rw-r--r--src/mesa/program/ir_to_mesa.cpp61
1 files changed, 29 insertions, 32 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index ecb13069cb..c8c655b296 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -2567,38 +2567,11 @@ _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
if (!state->error && !shader->ir->is_empty()) {
validate_ir_tree(shader->ir);
- /* Lowering */
- do_mat_op_to_vec(shader->ir);
- do_mod_to_fract(shader->ir);
- do_div_to_mul_rcp(shader->ir);
- do_sub_to_add_neg(shader->ir);
-
- /* Optimization passes */
- bool progress;
- do {
- progress = false;
-
- progress = do_if_simplification(shader->ir) || progress;
- progress = do_copy_propagation(shader->ir) || progress;
- progress = do_dead_code_local(shader->ir) || progress;
- progress = do_dead_code_unlinked(shader->ir) || progress;
- progress = do_tree_grafting(shader->ir) || progress;
- progress = do_constant_propagation(shader->ir) || progress;
- progress = do_constant_variable_unlinked(shader->ir) || progress;
- progress = do_constant_folding(shader->ir) || progress;
- progress = do_algebraic(shader->ir) || progress;
- progress = do_if_return(shader->ir) || progress;
- if (ctx->Shader.EmitNoIfs)
- progress = do_if_to_cond_assign(shader->ir) || progress;
-
- progress = do_vec_index_to_swizzle(shader->ir) || progress;
- /* Do this one after the previous to let the easier pass handle
- * constant vector indexing.
- */
- progress = do_vec_index_to_cond_assign(shader->ir) || progress;
-
- progress = do_swizzle_swizzle(shader->ir) || progress;
- } while (progress);
+ /* Do some optimization at compile time to reduce shader IR size
+ * and reduce later work if the same shader is linked multiple times
+ */
+ while (do_common_optimization(shader->ir, false))
+ ;
validate_ir_tree(shader->ir);
}
@@ -2666,6 +2639,30 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
}
if (prog->LinkStatus) {
+ for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
+ bool progress;
+ exec_list *ir = prog->_LinkedShaders[i]->ir;
+
+ do {
+ progress = false;
+
+ /* Lowering */
+ do_mat_op_to_vec(ir);
+ do_mod_to_fract(ir);
+ do_div_to_mul_rcp(ir);
+ do_explog_to_explog2(ir);
+
+ progress = do_common_optimization(ir, true) || progress;
+
+ if (ctx->Shader.EmitNoIfs)
+ progress = do_if_to_cond_assign(ir) || progress;
+
+ progress = do_vec_index_to_cond_assign(ir) || progress;
+ } while (progress);
+ }
+ }
+
+ if (prog->LinkStatus) {
for (i = 0; i < prog->_NumLinkedShaders; i++) {
struct gl_program *linked_prog;
bool ok = true;