nir/deref: Add some deref cleanup functions

Sometimes it's useful for a pass to be able to clean up its own derefs
instead of waiting for DCE.  This little helper makes it very easy.

Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Acked-by: Rob Clark <robdclark@gmail.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Acked-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Jason Ekstrand
2018-03-20 17:32:07 -07:00
parent a80fa2766e
commit 8b7aa66169
2 changed files with 57 additions and 0 deletions

View File

@@ -1032,6 +1032,8 @@ nir_deref_instr_get_variable(const nir_deref_instr *instr)
return instr->var;
}
bool nir_deref_instr_remove_if_unused(nir_deref_instr *instr);
nir_deref_var *
nir_deref_instr_to_deref(nir_deref_instr *instr, void *mem_ctx);
@@ -2728,6 +2730,8 @@ bool nir_lower_regs_to_ssa_impl(nir_function_impl *impl);
bool nir_lower_regs_to_ssa(nir_shader *shader);
bool nir_lower_vars_to_ssa(nir_shader *shader);
bool nir_remove_dead_derefs(nir_shader *shader);
bool nir_remove_dead_derefs_impl(nir_function_impl *impl);
bool nir_remove_dead_variables(nir_shader *shader, nir_variable_mode modes);
bool nir_lower_constant_initializers(nir_shader *shader,
nir_variable_mode modes);

View File

@@ -24,6 +24,59 @@
#include "nir.h"
#include "nir_builder.h"
/**
* Recursively removes unused deref instructions
*/
bool
nir_deref_instr_remove_if_unused(nir_deref_instr *instr)
{
bool progress = false;
for (nir_deref_instr *d = instr; d; d = nir_deref_instr_parent(d)) {
/* If anyone is using this deref, leave it alone */
assert(d->dest.is_ssa);
if (!list_empty(&d->dest.ssa.uses))
break;
nir_instr_remove(&d->instr);
progress = true;
}
return progress;
}
bool
nir_remove_dead_derefs_impl(nir_function_impl *impl)
{
bool progress = false;
nir_foreach_block(block, impl) {
nir_foreach_instr_safe(instr, block) {
if (instr->type == nir_instr_type_deref &&
nir_deref_instr_remove_if_unused(nir_instr_as_deref(instr)))
progress = true;
}
}
if (progress)
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);
return progress;
}
bool
nir_remove_dead_derefs(nir_shader *shader)
{
bool progress = false;
nir_foreach_function(function, shader) {
if (function->impl && nir_remove_dead_derefs_impl(function->impl))
progress = true;
}
return progress;
}
nir_deref_var *
nir_deref_instr_to_deref(nir_deref_instr *instr, void *mem_ctx)
{