[Mesa-dev] [PATCH 5/7] mesa: add gl_constants::GLSLOptimizeConservatively
Marek Olšák
maraeo at gmail.com
Sun Jan 1 00:34:30 UTC 2017
From: Marek Olšák <marek.olsak at amd.com>
to reduce the amount of GLSL optimizations for drivers that can do better.
---
src/compiler/glsl/glsl_parser_extras.cpp | 14 +++++++++++---
src/compiler/glsl/linker.cpp | 16 ++++++++++++----
src/mesa/main/ff_fragment_shader.cpp | 10 +++++++---
src/mesa/main/mtypes.h | 7 +++++++
4 files changed, 37 insertions(+), 10 deletions(-)
diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp
index b12cf3d..e97cbf4 100644
--- a/src/compiler/glsl/glsl_parser_extras.cpp
+++ b/src/compiler/glsl/glsl_parser_extras.cpp
@@ -1942,26 +1942,34 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
}
}
if (!state->error && !shader->ir->is_empty()) {
struct gl_shader_compiler_options *options =
&ctx->Const.ShaderCompilerOptions[shader->Stage];
assign_subroutine_indexes(shader, state);
lower_subroutine(shader->ir, state);
+
/* 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))
- ;
+ if (ctx->Const.GLSLOptimizeConservatively) {
+ /* Run it just once. */
+ do_common_optimization(shader->ir, false, false, options,
+ ctx->Const.NativeIntegers);
+ } else {
+ /* Repeat it until it stops making changes. */
+ while (do_common_optimization(shader->ir, false, false, options,
+ ctx->Const.NativeIntegers))
+ ;
+ }
validate_ir_tree(shader->ir);
enum ir_variable_mode other;
switch (shader->Stage) {
case MESA_SHADER_VERTEX:
other = ir_var_shader_in;
break;
case MESA_SHADER_FRAGMENT:
other = ir_var_shader_out;
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index f4f918a..13fbb30 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -5041,24 +5041,32 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
goto done;
if (ctx->Const.ShaderCompilerOptions[i].LowerCombinedClipCullDistance) {
lower_clip_cull_distance(prog, prog->_LinkedShaders[i]);
}
if (ctx->Const.LowerTessLevel) {
lower_tess_level(prog->_LinkedShaders[i]);
}
- while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
- &ctx->Const.ShaderCompilerOptions[i],
- ctx->Const.NativeIntegers))
- ;
+ if (ctx->Const.GLSLOptimizeConservatively) {
+ /* Run it just once. */
+ do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
+ &ctx->Const.ShaderCompilerOptions[i],
+ ctx->Const.NativeIntegers);
+ } else {
+ /* Repeat it until it stops making changes. */
+ while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
+ &ctx->Const.ShaderCompilerOptions[i],
+ ctx->Const.NativeIntegers))
+ ;
+ }
lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i);
propagate_invariance(prog->_LinkedShaders[i]->ir);
}
/* Validation for special cases where we allow sampler array indexing
* with loop induction variable. This check emits a warning or error
* depending if backend can handle dynamic indexing.
*/
if ((!prog->IsES && prog->data->Version < 130) ||
diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp
index fd2c71f..48b84e8 100644
--- a/src/mesa/main/ff_fragment_shader.cpp
+++ b/src/mesa/main/ff_fragment_shader.cpp
@@ -1247,23 +1247,27 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
p.instructions = &main_sig->body;
if (key->num_draw_buffers)
emit_instructions(&p);
validate_ir_tree(p.shader->ir);
const struct gl_shader_compiler_options *options =
&ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
- while (do_common_optimization(p.shader->ir, false, false, options,
- ctx->Const.NativeIntegers))
- ;
+ /* Conservative approach: Don't optimize here, the linker does it too. */
+ if (!ctx->Const.GLSLOptimizeConservatively) {
+ while (do_common_optimization(p.shader->ir, false, false, options,
+ ctx->Const.NativeIntegers))
+ ;
+ }
+
reparent_ir(p.shader->ir, p.shader->ir);
p.shader->CompileStatus = true;
p.shader->Version = state->language_version;
p.shader_program->Shaders =
(gl_shader **)malloc(sizeof(*p.shader_program->Shaders));
p.shader_program->Shaders[0] = p.shader;
p.shader_program->NumShaders = 1;
_mesa_glsl_link_shader(ctx, p.shader_program);
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index c7535a3..2693a80 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -3636,20 +3636,27 @@ struct gl_constants
*
* XXX Remove these as soon as a better solution is available.
*/
GLboolean GLSLSkipStrictMaxUniformLimitCheck;
/** Whether gl_FragCoord and gl_FrontFacing are system values. */
bool GLSLFragCoordIsSysVal;
bool GLSLFrontFacingIsSysVal;
/**
+ * Run the minimum amount of GLSL optimizations to be able to link
+ * shaders optimally (eliminate dead varyings and uniforms) and just do
+ * all the necessary lowering.
+ */
+ bool GLSLOptimizeConservatively;
+
+ /**
* Always use the GetTransformFeedbackVertexCount() driver hook, rather
* than passing the transform feedback object to the drawing function.
*/
GLboolean AlwaysUseGetTransformFeedbackVertexCount;
/** GL_ARB_map_buffer_alignment */
GLuint MinMapBufferAlignment;
/**
* Disable varying packing. This is out of spec, but potentially useful
--
2.7.4
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