Mesa (7.9): glsl: Use do_common_optimization in the standalone compiler.

Ian Romanick idr at kemper.freedesktop.org
Wed Dec 15 23:15:09 UTC 2010


Module: Mesa
Branch: 7.9
Commit: d595657e5a20129d637464ddb6fd4e4aa492401d
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=d595657e5a20129d637464ddb6fd4e4aa492401d

Author: Kenneth Graunke <kenneth at whitecape.org>
Date:   Wed Nov 24 23:54:03 2010 -0800

glsl: Use do_common_optimization in the standalone compiler.

NOTE: This is a candidate for the 7.9 branch.
(cherry picked from commit a82592de9219e7d8c344275066ec5870a1c0ba45)

---

 src/glsl/main.cpp |   21 +--------------------
 1 files changed, 1 insertions(+), 20 deletions(-)

diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp
index 51274f5..30e05e1 100644
--- a/src/glsl/main.cpp
+++ b/src/glsl/main.cpp
@@ -208,26 +208,7 @@ compile_shader(GLcontext *ctx, struct gl_shader *shader)
    if (!state->error && !shader->ir->is_empty()) {
       bool progress;
       do {
-	 progress = false;
-
-	 progress = do_function_inlining(shader->ir) || progress;
-	 progress = do_if_simplification(shader->ir) || progress;
-	 progress = do_copy_propagation(shader->ir) || progress;
-	 progress = do_dead_code_local(shader->ir) || progress;
-	 progress = do_dead_code_unlinked(shader->ir) || progress;
-	 progress = do_tree_grafting(shader->ir) || progress;
-	 progress = do_constant_propagation(shader->ir) || progress;
-	 progress = do_constant_variable_unlinked(shader->ir) || progress;
-	 progress = do_constant_folding(shader->ir) || progress;
-	 progress = do_algebraic(shader->ir) || progress;
-	 progress = do_vec_index_to_swizzle(shader->ir) || progress;
-	 progress = do_vec_index_to_cond_assign(shader->ir) || progress;
-	 progress = do_swizzle_swizzle(shader->ir) || progress;
-
-	 loop_state *ls = analyze_loop_variables(shader->ir);
-	 progress = set_loop_controls(shader->ir, ls) || progress;
-	 progress = unroll_loops(shader->ir, ls, 32) || progress;
-	 delete ls;
+	 progress = do_common_optimization(shader->ir, false, 32);
       } while (progress);
 
       validate_ir_tree(shader->ir);




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