Files
third_party_mesa3d/src/compiler/glsl/opt_dead_builtin_variables.cpp
Ilia Mirkin 4d24a7cb97 glsl: fix derived cs variables
There are two issues with the current implementation. First, it relies
on the layout(local_size_*) happening in the same shader as the main
function, and secondly it doesn't work for variable group sizes.

In both cases, the simplest fix is to move the setup of these derived
values to a later time, similar to how the gl_VertexID workarounds are
done. There already exist system values defined for both of the derived
values, so we use them unconditionally, and lower them after linking is
performed.

While we're at it, we move to using gl_LocalGroupSizeARB instead of
gl_WorkGroupSize for variable group sizes.

Also the dead code elimination avoidance can be removed, since there
can be situations where gl_LocalGroupSizeARB is needed but has not been
inserted for the shader with main function. As a result, the lowering
code has to insert its own copies of the system values if needed.

Reported-by: Stephane Chevigny <stephane.chevigny@polymtl.ca>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103393
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2017-10-23 08:34:56 -04:00

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3.3 KiB
C++

/*
* Copyright © 2014 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include "ir.h"
#include "ir_visitor.h"
#include "ir_optimization.h"
/**
* Pre-linking, optimize unused built-in variables
*
* Uniforms, constants, system values, inputs (vertex shader only), and
* outputs (fragment shader only) that are not used can be removed.
*/
void
optimize_dead_builtin_variables(exec_list *instructions,
enum ir_variable_mode other)
{
foreach_in_list_safe(ir_variable, var, instructions) {
if (var->ir_type != ir_type_variable || var->data.used)
continue;
if (var->data.mode != ir_var_uniform
&& var->data.mode != ir_var_auto
&& var->data.mode != ir_var_system_value
&& var->data.mode != other)
continue;
/* So that linker rules can later be enforced, we cannot elimate
* variables that were redeclared in the shader code.
*/
if ((var->data.mode == other || var->data.mode == ir_var_system_value)
&& var->data.how_declared != ir_var_declared_implicitly)
continue;
if (!is_gl_identifier(var->name))
continue;
/* gl_ModelViewProjectionMatrix and gl_Vertex are special because they
* are used by ftransform. No other built-in variable is used by a
* built-in function. The forward declarations of these variables in
* the built-in function shader does not have the "state slot"
* information, so removing these variables from the user shader will
* cause problems later.
*
* Matrix uniforms with "Transpose" are not eliminated because there's
* an optimization pass that can turn references to the regular matrix
* into references to the transpose matrix. Eliminating the transpose
* matrix would cause that pass to generate references to undeclareds
* variables (thank you, ir_validate).
*
* It doesn't seem worth the effort to track when the transpose could be
* eliminated (i.e., when the non-transpose was eliminated).
*/
if (strcmp(var->name, "gl_ModelViewProjectionMatrix") == 0
|| strcmp(var->name, "gl_Vertex") == 0
|| strstr(var->name, "Transpose") != NULL)
continue;
var->remove();
}
}