[Mesa-dev] [PATCH 2/2] glsl: Only call do_common_optimization once
Thomas Helland
thomashelland90 at gmail.com
Sun Nov 13 01:29:10 UTC 2016
It turns out that only 8% of shaders benefit from more than one run
of the do_common_optimization function, now that it has the loop.
Doing only one run makes no difference to instruction count with NIR.
8324 shaders were run
8128 benefit from 1 calls to do_common_optimization
679 benefit from 2 calls to do_common_optimization
69 benefit from 3 calls to do_common_optimization
---
src/compiler/glsl/glsl_parser_extras.cpp | 5 ++---
1 file changed, 2 insertions(+), 3 deletions(-)
diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp
index a5a0837..a1a1f90 100644
--- a/src/compiler/glsl/glsl_parser_extras.cpp
+++ b/src/compiler/glsl/glsl_parser_extras.cpp
@@ -1944,9 +1944,8 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
/* Do some optimization at compile time to reduce shader IR size
* and reduce later work if the same shader is linked multiple times
*/
- while (do_common_optimization(shader->ir, false, false, options,
- ctx->Const.NativeIntegers))
- ;
+ do_common_optimization(shader->ir, false, false, options,
+ ctx->Const.NativeIntegers);
validate_ir_tree(shader->ir);
--
2.9.3
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