glsl2: Use the parser state as the talloc context for dead code elimination.
This cuts runtime by around 20% from talloc_parent() lookups.
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@@ -71,6 +71,8 @@ public:
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/* List of variable_entry */
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exec_list variable_list;
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void *mem_ctx;
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};
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@@ -84,9 +86,7 @@ ir_dead_code_visitor::get_variable_entry(ir_variable *var)
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return entry;
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}
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void *ctx = talloc_parent(var);
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variable_entry *entry = new(ctx) variable_entry(var);
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variable_entry *entry = new(mem_ctx) variable_entry(var);
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this->variable_list.push_tail(entry);
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return entry;
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}
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@@ -147,11 +147,13 @@ ir_dead_code_visitor::visit_leave(ir_assignment *ir)
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* for usage on an unlinked instruction stream.
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*/
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bool
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do_dead_code(exec_list *instructions)
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do_dead_code(struct _mesa_glsl_parse_state *state,
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exec_list *instructions)
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{
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ir_dead_code_visitor v;
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bool progress = false;
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v.mem_ctx = state;
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v.run(instructions);
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foreach_iter(exec_list_iterator, iter, v.variable_list) {
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@@ -198,7 +200,8 @@ do_dead_code(exec_list *instructions)
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* with global scope.
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*/
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bool
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do_dead_code_unlinked(exec_list *instructions)
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do_dead_code_unlinked(struct _mesa_glsl_parse_state *state,
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exec_list *instructions)
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{
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bool progress = false;
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@@ -209,7 +212,7 @@ do_dead_code_unlinked(exec_list *instructions)
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foreach_iter(exec_list_iterator, sigiter, *f) {
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ir_function_signature *sig =
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(ir_function_signature *) sigiter.get();
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if (do_dead_code(&sig->body))
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if (do_dead_code(state, &sig->body))
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progress = true;
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}
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}
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@@ -32,9 +32,11 @@ bool do_constant_folding(exec_list *instructions);
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bool do_constant_variable(exec_list *instructions);
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bool do_constant_variable_unlinked(exec_list *instructions);
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bool do_copy_propagation(exec_list *instructions);
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bool do_dead_code(exec_list *instructions);
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bool do_dead_code(struct _mesa_glsl_parse_state *state,
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exec_list *instructions);
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bool do_dead_code_local(exec_list *instructions);
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bool do_dead_code_unlinked(exec_list *instructions);
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bool do_dead_code_unlinked(struct _mesa_glsl_parse_state *state,
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exec_list *instructions);
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bool do_function_inlining(exec_list *instructions);
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bool do_if_simplification(exec_list *instructions);
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bool do_swizzle_swizzle(exec_list *instructions);
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@@ -157,7 +157,7 @@ compile_shader(struct glsl_shader *shader)
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progress = do_if_simplification(&shader->ir) || progress;
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progress = do_copy_propagation(&shader->ir) || progress;
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progress = do_dead_code_local(&shader->ir) || progress;
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progress = do_dead_code_unlinked(&shader->ir) || progress;
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progress = do_dead_code_unlinked(state, &shader->ir) || progress;
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progress = do_constant_variable_unlinked(&shader->ir) || progress;
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progress = do_constant_folding(&shader->ir) || progress;
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progress = do_vec_index_to_swizzle(&shader->ir) || progress;
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@@ -1332,7 +1332,7 @@ _mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh)
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progress = do_if_simplification(&shader->ir) || progress;
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progress = do_copy_propagation(&shader->ir) || progress;
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progress = do_dead_code_local(&shader->ir) || progress;
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progress = do_dead_code_unlinked(&shader->ir) || progress;
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progress = do_dead_code_unlinked(state, &shader->ir) || progress;
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progress = do_constant_variable_unlinked(&shader->ir) || progress;
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progress = do_constant_folding(&shader->ir) || progress;
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progress = do_vec_index_to_swizzle(&shader->ir) || progress;
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