glsl: Don't trust loop analysis in the presence of function calls.
Function calls may have side effects that alter variables used inside the loop. In the fragment shader, they may even terminate the shader. This means our analysis about loop-constant or induction variables may be completely wrong. In general it's impossible to determine whether they actually do or not (due to the halting problem), so we'd need to perform conservative static analysis. For now, it's not worth the complexity: most functions will be inlined, at which point we can unroll them successfully. Fixes Piglit tests: - shaders/glsl-fs-unroll-out-param - shaders/glsl-fs-unroll-side-effect NOTE: This is a candidate for release branches. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@@ -122,10 +122,16 @@ public:
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*/
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unsigned num_loop_jumps;
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/**
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* Whether this loop contains any function calls.
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*/
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bool contains_calls;
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loop_variable_state()
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{
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this->max_iterations = -1;
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this->num_loop_jumps = 0;
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this->contains_calls = false;
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this->var_hash = hash_table_ctor(0, hash_table_pointer_hash,
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hash_table_pointer_compare);
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}
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