[Mesa-dev] [PATCH 01/21] glsl: remove unused varyings before packing them
Timothy Arceri
timothy.arceri at collabora.com
Mon Dec 21 22:01:48 PST 2015
Previously we would pack varyings before trying to remove them, this
meant the varying would only be removed if all the varyings in the packed
location were unused.
---
src/glsl/link_varyings.cpp | 39 ++++++++++++++++++++++++++++++++++++
src/glsl/linker.cpp | 50 ----------------------------------------------
2 files changed, 39 insertions(+), 50 deletions(-)
diff --git a/src/glsl/link_varyings.cpp b/src/glsl/link_varyings.cpp
index 9f6467b..841f900 100644
--- a/src/glsl/link_varyings.cpp
+++ b/src/glsl/link_varyings.cpp
@@ -309,6 +309,41 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
}
}
+/**
+ * Demote shader inputs and outputs that are not used in other stages, and
+ * remove them via dead code elimination.
+ */
+void
+remove_unused_shader_inputs_and_outputs(struct gl_shader_program *prog,
+ gl_shader *sh,
+ enum ir_variable_mode mode)
+{
+ if (prog->SeparateShader)
+ return;
+
+ foreach_in_list(ir_instruction, node, sh->ir) {
+ ir_variable *const var = node->as_variable();
+
+ if ((var == NULL) || (var->data.mode != int(mode)))
+ continue;
+
+ /* A shader 'in' or 'out' variable is only really an input or output if
+ * its value is used by other shader stages. This will cause the
+ * variable to have a location assigned.
+ */
+ if (var->data.is_unmatched_generic_inout) {
+ assert(var->data.mode != ir_var_temporary);
+ var->data.mode = ir_var_auto;
+ }
+ }
+
+ /* Eliminate code that is now dead due to unused inputs/outputs being
+ * demoted.
+ */
+ while (do_dead_code(sh->ir, false))
+ ;
+
+}
/**
* Initialize this object based on a string that was passed to
@@ -1639,10 +1674,14 @@ assign_varying_locations(struct gl_context *ctx,
if (!disable_varying_packing) {
if (producer) {
+ remove_unused_shader_inputs_and_outputs(prog, producer,
+ ir_var_shader_out);
lower_packed_varyings(mem_ctx, slots_used, ir_var_shader_out,
0, producer);
}
if (consumer) {
+ remove_unused_shader_inputs_and_outputs(prog, consumer,
+ ir_var_shader_in);
lower_packed_varyings(mem_ctx, slots_used, ir_var_shader_in,
consumer_vertices, consumer);
}
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index ff22b3d..17450b8 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -2723,30 +2723,6 @@ match_explicit_outputs_to_inputs(struct gl_shader_program *prog,
}
/**
- * Demote shader inputs and outputs that are not used in other stages
- */
-void
-demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
-{
- foreach_in_list(ir_instruction, node, sh->ir) {
- ir_variable *const var = node->as_variable();
-
- if ((var == NULL) || (var->data.mode != int(mode)))
- continue;
-
- /* A shader 'in' or 'out' variable is only really an input or output if
- * its value is used by other shader stages. This will cause the variable
- * to have a location assigned.
- */
- if (var->data.is_unmatched_generic_inout) {
- assert(var->data.mode != ir_var_temporary);
- var->data.mode = ir_var_auto;
- }
- }
-}
-
-
-/**
* Store the gl_FragDepth layout in the gl_shader_program struct.
*/
static void
@@ -4442,15 +4418,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
do_dead_builtin_varyings(ctx, sh, NULL,
num_tfeedback_decls, tfeedback_decls);
-
- if (!prog->SeparateShader) {
- demote_shader_inputs_and_outputs(sh, ir_var_shader_out);
- /* Eliminate code that is now dead due to unused outputs being
- * demoted.
- */
- while (do_dead_code(sh->ir, false))
- ;
- }
}
else if (first == MESA_SHADER_FRAGMENT) {
/* If the program only contains a fragment shader...
@@ -4467,13 +4434,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
0 /* num_tfeedback_decls */,
NULL /* tfeedback_decls */))
goto done;
- } else {
- demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
- /* Eliminate code that is now dead due to unused inputs being
- * demoted.
- */
- while (do_dead_code(sh->ir, false))
- ;
}
}
@@ -4494,16 +4454,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
tfeedback_decls);
- demote_shader_inputs_and_outputs(sh_i, ir_var_shader_out);
- demote_shader_inputs_and_outputs(sh_next, ir_var_shader_in);
-
- /* Eliminate code that is now dead due to unused outputs being demoted.
- */
- while (do_dead_code(sh_i->ir, false))
- ;
- while (do_dead_code(sh_next->ir, false))
- ;
-
/* This must be done after all dead varyings are eliminated. */
if (!check_against_output_limit(ctx, prog, sh_i))
goto done;
--
2.4.3
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