glsl: move to compiler/
Signed-off-by: Emil Velikov <emil.velikov@collabora.com> Acked-by: Matt Turner <mattst88@gmail.com> Acked-by: Jose Fonseca <jfonseca@vmware.com>
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Emil Velikov

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197
src/compiler/glsl/opt_dead_code.cpp
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197
src/compiler/glsl/opt_dead_code.cpp
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/*
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* Copyright © 2010 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file opt_dead_code.cpp
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*
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* Eliminates dead assignments and variable declarations from the code.
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*/
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#include "ir.h"
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#include "ir_visitor.h"
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#include "ir_variable_refcount.h"
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#include "compiler/glsl_types.h"
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#include "util/hash_table.h"
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static bool debug = false;
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/**
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* Do a dead code pass over instructions and everything that instructions
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* references.
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*
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* Note that this will remove assignments to globals, so it is not suitable
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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, bool uniform_locations_assigned)
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{
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ir_variable_refcount_visitor v;
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bool progress = false;
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v.run(instructions);
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struct hash_entry *e;
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hash_table_foreach(v.ht, e) {
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ir_variable_refcount_entry *entry = (ir_variable_refcount_entry *)e->data;
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/* Since each assignment is a reference, the refereneced count must be
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* greater than or equal to the assignment count. If they are equal,
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* then all of the references are assignments, and the variable is
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* dead.
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*
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* Note that if the variable is neither assigned nor referenced, both
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* counts will be zero and will be caught by the equality test.
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*/
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assert(entry->referenced_count >= entry->assigned_count);
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if (debug) {
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printf("%s@%p: %d refs, %d assigns, %sdeclared in our scope\n",
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entry->var->name, (void *) entry->var,
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entry->referenced_count, entry->assigned_count,
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entry->declaration ? "" : "not ");
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}
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if ((entry->referenced_count > entry->assigned_count)
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|| !entry->declaration)
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continue;
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/* Section 7.4.1 (Shader Interface Matching) of the OpenGL 4.5
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* (Core Profile) spec says:
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*
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* "With separable program objects, interfaces between shader
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* stages may involve the outputs from one program object and the
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* inputs from a second program object. For such interfaces, it is
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* not possible to detect mismatches at link time, because the
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* programs are linked separately. When each such program is
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* linked, all inputs or outputs interfacing with another program
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* stage are treated as active."
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*/
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if (entry->var->data.always_active_io)
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continue;
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if (!entry->assign_list.is_empty()) {
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/* Remove all the dead assignments to the variable we found.
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* Don't do so if it's a shader or function output, though.
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*/
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if (entry->var->data.mode != ir_var_function_out &&
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entry->var->data.mode != ir_var_function_inout &&
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entry->var->data.mode != ir_var_shader_out &&
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entry->var->data.mode != ir_var_shader_storage) {
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while (!entry->assign_list.is_empty()) {
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struct assignment_entry *assignment_entry =
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exec_node_data(struct assignment_entry,
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entry->assign_list.head, link);
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assignment_entry->assign->remove();
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if (debug) {
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printf("Removed assignment to %s@%p\n",
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entry->var->name, (void *) entry->var);
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}
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assignment_entry->link.remove();
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free(assignment_entry);
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}
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progress = true;
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}
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}
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if (entry->assign_list.is_empty()) {
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/* If there are no assignments or references to the variable left,
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* then we can remove its declaration.
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*/
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/* uniform initializers are precious, and could get used by another
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* stage. Also, once uniform locations have been assigned, the
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* declaration cannot be deleted.
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*/
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if (entry->var->data.mode == ir_var_uniform ||
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entry->var->data.mode == ir_var_shader_storage) {
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if (uniform_locations_assigned || entry->var->constant_initializer)
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continue;
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/* Section 2.11.6 (Uniform Variables) of the OpenGL ES 3.0.3 spec
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* says:
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*
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* "All members of a named uniform block declared with a
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* shared or std140 layout qualifier are considered active,
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* even if they are not referenced in any shader in the
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* program. The uniform block itself is also considered
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* active, even if no member of the block is referenced."
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*
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* If the variable is in a uniform block with one of those
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* layouts, do not eliminate it.
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*/
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if (entry->var->is_in_buffer_block()) {
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if (entry->var->get_interface_type()->interface_packing !=
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GLSL_INTERFACE_PACKING_PACKED)
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continue;
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}
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if (entry->var->type->is_subroutine())
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continue;
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}
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entry->var->remove();
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progress = true;
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if (debug) {
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printf("Removed declaration of %s@%p\n",
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entry->var->name, (void *) entry->var);
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}
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}
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}
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return progress;
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}
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/**
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* Does a dead code pass on the functions present in the instruction stream.
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*
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* This is suitable for use while the program is not linked, as it will
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* ignore variable declarations (and the assignments to them) for variables
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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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{
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bool progress = false;
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foreach_in_list(ir_instruction, ir, instructions) {
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ir_function *f = ir->as_function();
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if (f) {
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foreach_in_list(ir_function_signature, sig, &f->signatures) {
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/* The setting of the uniform_locations_assigned flag here is
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* irrelevent. If there is a uniform declaration encountered
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* inside the body of the function, something has already gone
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* terribly, terribly wrong.
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*/
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if (do_dead_code(&sig->body, false))
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progress = true;
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}
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}
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}
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return progress;
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}
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