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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src/compiler/glsl/test_optpass.cpp
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276
src/compiler/glsl/test_optpass.cpp
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/*
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* Copyright © 2011 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 test_optpass.cpp
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*
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* Standalone test for optimization passes.
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*
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* This file provides the "optpass" command for the standalone
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* glsl_test app. It accepts either GLSL or high-level IR as input,
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* and performs the optimiation passes specified on the command line.
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* It outputs the IR, both before and after optimiations.
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*/
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#include <string>
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#include <iostream>
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#include <sstream>
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#include <getopt.h>
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#include "ast.h"
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#include "ir_optimization.h"
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#include "program.h"
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#include "ir_reader.h"
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#include "standalone_scaffolding.h"
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using namespace std;
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static string read_stdin_to_eof()
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{
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stringbuf sb;
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cin.get(sb, '\0');
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return sb.str();
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}
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static GLboolean
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do_optimization(struct exec_list *ir, const char *optimization,
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const struct gl_shader_compiler_options *options)
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{
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int int_0;
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int int_1;
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int int_2;
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int int_3;
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int int_4;
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if (sscanf(optimization, "do_common_optimization ( %d ) ", &int_0) == 1) {
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return do_common_optimization(ir, int_0 != 0, false, options, true);
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} else if (strcmp(optimization, "do_algebraic") == 0) {
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return do_algebraic(ir, true, options);
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} else if (strcmp(optimization, "do_constant_folding") == 0) {
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return do_constant_folding(ir);
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} else if (strcmp(optimization, "do_constant_variable") == 0) {
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return do_constant_variable(ir);
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} else if (strcmp(optimization, "do_constant_variable_unlinked") == 0) {
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return do_constant_variable_unlinked(ir);
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} else if (strcmp(optimization, "do_copy_propagation") == 0) {
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return do_copy_propagation(ir);
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} else if (strcmp(optimization, "do_copy_propagation_elements") == 0) {
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return do_copy_propagation_elements(ir);
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} else if (strcmp(optimization, "do_constant_propagation") == 0) {
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return do_constant_propagation(ir);
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} else if (strcmp(optimization, "do_dead_code") == 0) {
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return do_dead_code(ir, false);
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} else if (strcmp(optimization, "do_dead_code_local") == 0) {
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return do_dead_code_local(ir);
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} else if (strcmp(optimization, "do_dead_code_unlinked") == 0) {
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return do_dead_code_unlinked(ir);
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} else if (strcmp(optimization, "do_dead_functions") == 0) {
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return do_dead_functions(ir);
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} else if (strcmp(optimization, "do_function_inlining") == 0) {
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return do_function_inlining(ir);
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} else if (sscanf(optimization,
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"do_lower_jumps ( %d , %d , %d , %d , %d ) ",
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&int_0, &int_1, &int_2, &int_3, &int_4) == 5) {
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return do_lower_jumps(ir, int_0 != 0, int_1 != 0, int_2 != 0,
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int_3 != 0, int_4 != 0);
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} else if (strcmp(optimization, "do_lower_texture_projection") == 0) {
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return do_lower_texture_projection(ir);
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} else if (strcmp(optimization, "do_if_simplification") == 0) {
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return do_if_simplification(ir);
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} else if (sscanf(optimization, "lower_if_to_cond_assign ( %d ) ",
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&int_0) == 1) {
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return lower_if_to_cond_assign(ir, int_0);
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} else if (strcmp(optimization, "do_mat_op_to_vec") == 0) {
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return do_mat_op_to_vec(ir);
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} else if (strcmp(optimization, "do_noop_swizzle") == 0) {
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return do_noop_swizzle(ir);
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} else if (strcmp(optimization, "do_structure_splitting") == 0) {
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return do_structure_splitting(ir);
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} else if (strcmp(optimization, "do_swizzle_swizzle") == 0) {
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return do_swizzle_swizzle(ir);
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} else if (strcmp(optimization, "do_tree_grafting") == 0) {
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return do_tree_grafting(ir);
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} else if (strcmp(optimization, "do_vec_index_to_cond_assign") == 0) {
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return do_vec_index_to_cond_assign(ir);
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} else if (strcmp(optimization, "do_vec_index_to_swizzle") == 0) {
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return do_vec_index_to_swizzle(ir);
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} else if (strcmp(optimization, "lower_discard") == 0) {
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return lower_discard(ir);
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} else if (sscanf(optimization, "lower_instructions ( %d ) ",
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&int_0) == 1) {
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return lower_instructions(ir, int_0);
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} else if (strcmp(optimization, "lower_noise") == 0) {
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return lower_noise(ir);
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} else if (sscanf(optimization, "lower_variable_index_to_cond_assign "
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"( %d , %d , %d , %d ) ", &int_0, &int_1, &int_2,
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&int_3) == 4) {
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return lower_variable_index_to_cond_assign(MESA_SHADER_VERTEX, ir,
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int_0 != 0, int_1 != 0,
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int_2 != 0, int_3 != 0);
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} else if (sscanf(optimization, "lower_quadop_vector ( %d ) ",
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&int_0) == 1) {
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return lower_quadop_vector(ir, int_0 != 0);
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} else if (strcmp(optimization, "optimize_redundant_jumps") == 0) {
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return optimize_redundant_jumps(ir);
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} else {
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printf("Unrecognized optimization %s\n", optimization);
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exit(EXIT_FAILURE);
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return false;
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}
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}
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static GLboolean
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do_optimization_passes(struct exec_list *ir, char **optimizations,
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int num_optimizations, bool quiet,
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const struct gl_shader_compiler_options *options)
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{
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GLboolean overall_progress = false;
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for (int i = 0; i < num_optimizations; ++i) {
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const char *optimization = optimizations[i];
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if (!quiet) {
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printf("*** Running optimization %s...", optimization);
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}
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GLboolean progress = do_optimization(ir, optimization, options);
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if (!quiet) {
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printf("%s\n", progress ? "progress" : "no progress");
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}
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validate_ir_tree(ir);
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overall_progress = overall_progress || progress;
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}
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return overall_progress;
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}
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int test_optpass(int argc, char **argv)
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{
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int input_format_ir = 0; /* 0=glsl, 1=ir */
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int loop = 0;
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int shader_type = GL_VERTEX_SHADER;
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int quiet = 0;
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const struct option optpass_opts[] = {
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{ "input-ir", no_argument, &input_format_ir, 1 },
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{ "input-glsl", no_argument, &input_format_ir, 0 },
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{ "loop", no_argument, &loop, 1 },
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{ "vertex-shader", no_argument, &shader_type, GL_VERTEX_SHADER },
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{ "fragment-shader", no_argument, &shader_type, GL_FRAGMENT_SHADER },
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{ "quiet", no_argument, &quiet, 1 },
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{ NULL, 0, NULL, 0 }
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};
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int idx = 0;
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int c;
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while ((c = getopt_long(argc, argv, "", optpass_opts, &idx)) != -1) {
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if (c != 0) {
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printf("*** usage: %s optpass <optimizations> <options>\n", argv[0]);
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printf("\n");
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printf("Possible options are:\n");
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printf(" --input-ir: input format is IR\n");
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printf(" --input-glsl: input format is GLSL (the default)\n");
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printf(" --loop: run optimizations repeatedly until no progress\n");
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printf(" --vertex-shader: test with a vertex shader (the default)\n");
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printf(" --fragment-shader: test with a fragment shader\n");
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exit(EXIT_FAILURE);
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}
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}
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struct gl_context local_ctx;
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struct gl_context *ctx = &local_ctx;
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initialize_context_to_defaults(ctx, API_OPENGL_COMPAT);
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ctx->Driver.NewShader = _mesa_new_shader;
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ir_variable::temporaries_allocate_names = true;
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struct gl_shader *shader = rzalloc(NULL, struct gl_shader);
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shader->Type = shader_type;
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shader->Stage = _mesa_shader_enum_to_shader_stage(shader_type);
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string input = read_stdin_to_eof();
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struct _mesa_glsl_parse_state *state
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= new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
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if (input_format_ir) {
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shader->ir = new(shader) exec_list;
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_mesa_glsl_initialize_types(state);
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_mesa_glsl_read_ir(state, shader->ir, input.c_str(), true);
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} else {
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shader->Source = input.c_str();
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const char *source = shader->Source;
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state->error = glcpp_preprocess(state, &source, &state->info_log,
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state->extensions, ctx) != 0;
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if (!state->error) {
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_mesa_glsl_lexer_ctor(state, source);
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_mesa_glsl_parse(state);
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_mesa_glsl_lexer_dtor(state);
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}
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shader->ir = new(shader) exec_list;
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if (!state->error && !state->translation_unit.is_empty())
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_mesa_ast_to_hir(shader->ir, state);
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}
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/* Print out the initial IR */
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if (!state->error && !quiet) {
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printf("*** pre-optimization IR:\n");
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_mesa_print_ir(stdout, shader->ir, state);
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printf("\n--\n");
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}
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/* Optimization passes */
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if (!state->error) {
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GLboolean progress;
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const struct gl_shader_compiler_options *options =
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&ctx->Const.ShaderCompilerOptions[_mesa_shader_enum_to_shader_stage(shader_type)];
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do {
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progress = do_optimization_passes(shader->ir, &argv[optind],
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argc - optind, quiet != 0, options);
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} while (loop && progress);
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}
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/* Print out the resulting IR */
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if (!state->error) {
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if (!quiet) {
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printf("*** resulting IR:\n");
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}
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_mesa_print_ir(stdout, shader->ir, state);
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if (!quiet) {
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printf("\n--\n");
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}
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}
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if (state->error) {
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printf("*** error(s) occurred:\n");
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printf("%s\n", state->info_log);
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printf("--\n");
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}
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ralloc_free(state);
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ralloc_free(shader);
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return state->error;
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}
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