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authorTimothy Arceri <t_arceri@yahoo.com.au>2015-07-11 21:38:54 +1000
committerTimothy Arceri <t_arceri@yahoo.com.au>2015-10-15 20:36:14 +1100
commit410609c9688d3f6ad808d33928a7d9589a708a40 (patch)
treef392a81d2c4b4bfda05a1e9c5922b295c02f9147 /src/glsl/opt_dead_code.cpp
parentd337da81f28d6a5a65d0a09f9b1ddf905dc7c3aa (diff)
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glsl: remove dead code in a single pass
Currently only one ir assignment is removed for each var in a single dead code optimisation pass. This means if a var has more than one assignment, then it requires all the glsl optimisations to be run again for each additional assignment to be removed. Another pass is also required to remove the variable itself. With this change all assignments and the variable are removed in a single pass. Some of the arrays of arrays conformance tests that were looping through 8 dimensions ended up with a var with hundreds of assignments. This change helps ES31-CTS.arrays_of_arrays.InteractionFunctionCalls1 go from around 3 min 20 sec -> 2 min ES31-CTS.arrays_of_arrays.InteractionFunctionCalls2 went from around 9 min 20 sec to 7 min 30 sec I had difficulty getting the public shader-db to give a consistent result with or without this change but the results seemed unchanged at between 15-20 seconds. Thomas Helland measured change with shader-db on his machine from approx 117 secs to 112 secs. V3: Simplify freeing of list as suggested by Ian, and spelling fixes. V2: Add assert to be sure references are counted before assignments. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Tested-By: Thomas Helland <thomashelland90@gmail.com> Tested-by: Ian Romanick <ian.d.romanick@intel.com>
Diffstat (limited to 'src/glsl/opt_dead_code.cpp')
-rw-r--r--src/glsl/opt_dead_code.cpp33
1 files changed, 22 insertions, 11 deletions
diff --git a/src/glsl/opt_dead_code.cpp b/src/glsl/opt_dead_code.cpp
index 071485a..c5be166 100644
--- a/src/glsl/opt_dead_code.cpp
+++ b/src/glsl/opt_dead_code.cpp
@@ -75,24 +75,35 @@ do_dead_code(exec_list *instructions, bool uniform_locations_assigned)
|| !entry->declaration)
continue;
- if (entry->assign) {
- /* Remove a single dead assignment to the variable we found.
- * Don't do so if it's a shader or function output or a shader
- * storage variable though.
+ if (!entry->assign_list.is_empty()) {
+ /* Remove all the dead assignments to the variable we found.
+ * Don't do so if it's a shader or function output, though.
*/
if (entry->var->data.mode != ir_var_function_out &&
entry->var->data.mode != ir_var_function_inout &&
entry->var->data.mode != ir_var_shader_out &&
entry->var->data.mode != ir_var_shader_storage) {
- entry->assign->remove();
- progress = true;
- if (debug) {
- printf("Removed assignment to %s@%p\n",
- entry->var->name, (void *) entry->var);
- }
+ while (!entry->assign_list.is_empty()) {
+ struct assignment_entry *assignment_entry =
+ exec_node_data(struct assignment_entry,
+ entry->assign_list.head, link);
+
+ assignment_entry->assign->remove();
+
+ if (debug) {
+ printf("Removed assignment to %s@%p\n",
+ entry->var->name, (void *) entry->var);
+ }
+
+ assignment_entry->link.remove();
+ free(assignment_entry);
+ }
+ progress = true;
}
- } else {
+ }
+
+ if (entry->assign_list.is_empty()) {
/* If there are no assignments or references to the variable left,
* then we can remove its declaration.
*/