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authorEric Anholt <eric@anholt.net>2010-06-25 13:38:38 -0700
committerEric Anholt <eric@anholt.net>2010-06-25 13:38:38 -0700
commitbda27424cf04c0d2ec2b49c56f562d5b2d2f0bff (patch)
treedef596e4d7ba78af3bf590e785d76f9260100802 /src
parentabc4e52992c53ee6b6895480b47e6a6e27ef9bd0 (diff)
glsl2: Use the parser state as the talloc context for dead code elimination.
This cuts runtime by around 20% from talloc_parent() lookups.
Diffstat (limited to 'src')
-rw-r--r--src/glsl/ir_dead_code.cpp15
-rw-r--r--src/glsl/ir_optimization.h6
-rw-r--r--src/glsl/main.cpp2
-rw-r--r--src/mesa/shader/ir_to_mesa.cpp2
4 files changed, 15 insertions, 10 deletions
diff --git a/src/glsl/ir_dead_code.cpp b/src/glsl/ir_dead_code.cpp
index 8821304682..51fa96df0c 100644
--- a/src/glsl/ir_dead_code.cpp
+++ b/src/glsl/ir_dead_code.cpp
@@ -71,6 +71,8 @@ public:
/* List of variable_entry */
exec_list variable_list;
+
+ void *mem_ctx;
};
@@ -84,9 +86,7 @@ ir_dead_code_visitor::get_variable_entry(ir_variable *var)
return entry;
}
- void *ctx = talloc_parent(var);
-
- variable_entry *entry = new(ctx) variable_entry(var);
+ variable_entry *entry = new(mem_ctx) variable_entry(var);
this->variable_list.push_tail(entry);
return entry;
}
@@ -147,11 +147,13 @@ ir_dead_code_visitor::visit_leave(ir_assignment *ir)
* for usage on an unlinked instruction stream.
*/
bool
-do_dead_code(exec_list *instructions)
+do_dead_code(struct _mesa_glsl_parse_state *state,
+ exec_list *instructions)
{
ir_dead_code_visitor v;
bool progress = false;
+ v.mem_ctx = state;
v.run(instructions);
foreach_iter(exec_list_iterator, iter, v.variable_list) {
@@ -198,7 +200,8 @@ do_dead_code(exec_list *instructions)
* with global scope.
*/
bool
-do_dead_code_unlinked(exec_list *instructions)
+do_dead_code_unlinked(struct _mesa_glsl_parse_state *state,
+ exec_list *instructions)
{
bool progress = false;
@@ -209,7 +212,7 @@ do_dead_code_unlinked(exec_list *instructions)
foreach_iter(exec_list_iterator, sigiter, *f) {
ir_function_signature *sig =
(ir_function_signature *) sigiter.get();
- if (do_dead_code(&sig->body))
+ if (do_dead_code(state, &sig->body))
progress = true;
}
}
diff --git a/src/glsl/ir_optimization.h b/src/glsl/ir_optimization.h
index 432a33458c..147f92176b 100644
--- a/src/glsl/ir_optimization.h
+++ b/src/glsl/ir_optimization.h
@@ -32,9 +32,11 @@ bool do_constant_folding(exec_list *instructions);
bool do_constant_variable(exec_list *instructions);
bool do_constant_variable_unlinked(exec_list *instructions);
bool do_copy_propagation(exec_list *instructions);
-bool do_dead_code(exec_list *instructions);
+bool do_dead_code(struct _mesa_glsl_parse_state *state,
+ exec_list *instructions);
bool do_dead_code_local(exec_list *instructions);
-bool do_dead_code_unlinked(exec_list *instructions);
+bool do_dead_code_unlinked(struct _mesa_glsl_parse_state *state,
+ exec_list *instructions);
bool do_function_inlining(exec_list *instructions);
bool do_if_simplification(exec_list *instructions);
bool do_swizzle_swizzle(exec_list *instructions);
diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp
index dcd9bd69c0..b32e2ad3db 100644
--- a/src/glsl/main.cpp
+++ b/src/glsl/main.cpp
@@ -157,7 +157,7 @@ compile_shader(struct glsl_shader *shader)
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_dead_code_unlinked(state, &shader->ir) || progress;
progress = do_constant_variable_unlinked(&shader->ir) || progress;
progress = do_constant_folding(&shader->ir) || progress;
progress = do_vec_index_to_swizzle(&shader->ir) || progress;
diff --git a/src/mesa/shader/ir_to_mesa.cpp b/src/mesa/shader/ir_to_mesa.cpp
index f58af0f65f..0425e7d91e 100644
--- a/src/mesa/shader/ir_to_mesa.cpp
+++ b/src/mesa/shader/ir_to_mesa.cpp
@@ -1332,7 +1332,7 @@ _mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh)
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_dead_code_unlinked(state, &shader->ir) || progress;
progress = do_constant_variable_unlinked(&shader->ir) || progress;
progress = do_constant_folding(&shader->ir) || progress;
progress = do_vec_index_to_swizzle(&shader->ir) || progress;