From 2f4fe151681a6f6afe1d452eece6cf4144f44e49 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Tue, 10 Aug 2010 13:06:49 -0700 Subject: 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. --- src/mesa/program/ir_to_mesa.cpp | 61 ++++++++++++++++++++--------------------- 1 file changed, 29 insertions(+), 32 deletions(-) (limited to 'src/mesa') 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); } @@ -2665,6 +2638,30 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog) prog->Uniforms = _mesa_new_uniform_list(); } + 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; -- cgit v1.2.3