[Mesa-dev] [PATCH 1/5] glsl: Make opt_constant_variable() bail in useless cases.
Kenneth Graunke
kenneth at whitecape.org
Mon May 9 06:50:10 UTC 2016
The pass ultimately skips over any entries with assignment_count != 1,
so there's no need to do further work once we've determined that there
are multiple assignments.
The constant value could be a large array (i.e. uvec4[327]), at which
point skipping the constant_expression_value() call (and the clone()
call within) can save us piles of memory.
No change in shader-db.
Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/compiler/glsl/opt_constant_variable.cpp | 7 +++++++
1 file changed, 7 insertions(+)
diff --git a/src/compiler/glsl/opt_constant_variable.cpp b/src/compiler/glsl/opt_constant_variable.cpp
index 3ddb129..1c06ffe 100644
--- a/src/compiler/glsl/opt_constant_variable.cpp
+++ b/src/compiler/glsl/opt_constant_variable.cpp
@@ -102,6 +102,13 @@ ir_constant_variable_visitor::visit_enter(ir_assignment *ir)
assert(entry);
entry->assignment_count++;
+ /* If there's more than one assignment, don't bother - we won't do anything
+ * with this variable anyway, and continuing just wastes memory cloning
+ * constant expressions.
+ */
+ if (entry->assignment_count > 1)
+ return visit_continue;
+
/* If it's already constant, don't do the work. */
if (entry->var->constant_value)
return visit_continue;
--
2.8.2
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