linker: Merge global-scope instructions into main

Find instructions in all shaders that are not contained in a function
(i.e., initializers for global variables).  "Move" these instructions
to the top of the main function in the linked shader.  As a
side-effect, many global variables will also be copied into the linked
shader.
This commit is contained in:
Ian Romanick
2010-07-12 18:48:50 -07:00
parent 15ce87e9f2
commit 31a97868fc

View File

@@ -461,6 +461,111 @@ populate_symbol_table(gl_shader *sh)
}
/**
* Remap variables referenced in an instruction tree
*
* This is used when instruction trees are cloned from one shader and placed in
* another. These trees will contain references to \c ir_variable nodes that
* do not exist in the target shader. This function finds these \c ir_variable
* references and replaces the references with matching variables in the target
* shader.
*
* If there is no matching variable in the target shader, a clone of the
* \c ir_variable is made and added to the target shader. The new variable is
* added to \b both the instruction stream and the symbol table.
*
* \param inst IR tree that is to be processed.
* \param symbols Symbol table containing global scope symbols in the
* linked shader.
* \param instructions Instruction stream where new variable declarations
* should be added.
*/
void
remap_variables(ir_instruction *inst, glsl_symbol_table *symbols,
exec_list *instructions)
{
class remap_visitor : public ir_hierarchical_visitor {
public:
remap_visitor(glsl_symbol_table *symbols, exec_list *instructions)
{
this->symbols = symbols;
this->instructions = instructions;
}
virtual ir_visitor_status visit(ir_dereference_variable *ir)
{
ir_variable *const existing =
this->symbols->get_variable(ir->var->name);
if (existing != NULL)
ir->var = existing;
else {
ir_variable *copy = ir->var->clone(NULL);
this->symbols->add_variable(copy->name, copy);
this->instructions->push_head(copy);
}
return visit_continue;
}
private:
glsl_symbol_table *symbols;
exec_list *instructions;
};
remap_visitor v(symbols, instructions);
inst->accept(&v);
}
/**
* Move non-declarations from one instruction stream to another
*
* The intended usage pattern of this function is to pass the pointer to the
* head sentinal of a list (i.e., a pointer to the list cast to an \c exec_node
* pointer) for \c last and \c false for \c make_copies on the first
* call. Successive calls pass the return value of the previous call for
* \c last and \c true for \c make_copies.
*
* \param instructions Source instruction stream
* \param last Instruction after which new instructions should be
* inserted in the target instruction stream
* \param make_copies Flag selecting whether instructions in \c instructions
* should be copied (via \c ir_instruction::clone) into the
* target list or moved.
*
* \return
* The new "last" instruction in the target instruction stream. This pointer
* is suitable for use as the \c last parameter of a later call to this
* function.
*/
exec_node *
move_non_declarations(exec_list *instructions, exec_node *last,
bool make_copies, gl_shader *target)
{
foreach_list(node, instructions) {
ir_instruction *inst = (ir_instruction *) node;
if (inst->as_variable() || inst->as_function())
continue;
assert(inst->as_assignment());
if (make_copies) {
inst = inst->clone(NULL);
remap_variables(inst, target->symbols, target->ir);
} else {
inst->remove();
}
last->insert_after(inst);
last = inst;
}
return last;
}
/**
* Get the function signature for main from a shader
*/
@@ -575,6 +680,22 @@ link_intrastage_shaders(struct gl_shader_program *prog,
populate_symbol_table(linked);
/* The a pointer to the main function in the final linked shader (i.e., the
* copy of the original shader that contained the main function).
*/
ir_function_signature *const main_sig = get_main_function_signature(linked);
/* Move any instructions other than variable declarations or function
* declarations into main.
*/
exec_node *insertion_point = (exec_node *) &main_sig->body;
for (unsigned i = 0; i < num_shaders; i++) {
insertion_point = move_non_declarations(shader_list[i]->ir,
insertion_point,
(shader_list[i] != main),
linked);
}
/* Resolve initializers for global variables in the linked shader.
*/