[Mesa-dev] [PATCH 6/7] glsl_to_tgsi: do fewer optimizations with GLSLOptimizeConservatively
Marek Olšák
maraeo at gmail.com
Sun Jan 1 00:34:31 UTC 2017
From: Marek Olšák <marek.olsak at amd.com>
---
src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 76 ++++++++++++++++++++++++++----
1 file changed, 67 insertions(+), 9 deletions(-)
diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
index 59d4d69..b68a02a 100644
--- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
@@ -6785,40 +6785,88 @@ get_mesa_program(struct gl_context *ctx,
break;
default:
unreachable("unhandled shader stage");
}
}
return prog;
}
+/* See if there are unsupported control flow statements. */
+class ir_control_flow_info_visitor : public ir_hierarchical_visitor {
+private:
+ const struct gl_shader_compiler_options *options;
+public:
+ ir_control_flow_info_visitor(const struct gl_shader_compiler_options *options)
+ : options(options),
+ unsupported(false)
+ {
+ }
+
+ virtual ir_visitor_status visit_enter(ir_function *ir)
+ {
+ /* Other functions are skipped (same as glsl_to_tgsi). */
+ if (strcmp(ir->name, "main") == 0)
+ return visit_continue;
+
+ return visit_continue_with_parent;
+ }
+
+ virtual ir_visitor_status visit_enter(ir_call *ir)
+ {
+ if (!ir->callee->is_intrinsic()) {
+ unsupported = true; /* it's a function call */
+ return visit_stop;
+ }
+ return visit_continue;
+ }
+
+ virtual ir_visitor_status visit_enter(ir_return *ir)
+ {
+ if (options->EmitNoMainReturn) {
+ unsupported = true;
+ return visit_stop;
+ }
+ return visit_continue;
+ }
+
+ bool unsupported;
+};
+
+static bool
+has_unsupported_control_flow(exec_list *ir,
+ const struct gl_shader_compiler_options *options)
+{
+ ir_control_flow_info_visitor visitor(options);
+ visit_list_elements(&visitor, ir);
+ return visitor.unsupported;
+}
extern "C" {
/**
* Link a shader.
* Called via ctx->Driver.LinkShader()
* This actually involves converting GLSL IR into an intermediate TGSI-like IR
* with code lowering and other optimizations.
*/
GLboolean
st_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
{
struct pipe_screen *pscreen = ctx->st->pipe->screen;
assert(prog->data->LinkStatus);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
- bool progress;
exec_list *ir = prog->_LinkedShaders[i]->ir;
gl_shader_stage stage = prog->_LinkedShaders[i]->Stage;
const struct gl_shader_compiler_options *options =
&ctx->Const.ShaderCompilerOptions[stage];
enum pipe_shader_type ptarget = st_shader_stage_to_ptarget(stage);
bool have_dround = pscreen->get_shader_param(pscreen, ptarget,
PIPE_SHADER_CAP_TGSI_DROUND_SUPPORTED);
bool have_dfrexp = pscreen->get_shader_param(pscreen, ptarget,
PIPE_SHADER_CAP_TGSI_DFRACEXP_DLDEXP_SUPPORTED);
unsigned if_threshold = pscreen->get_shader_param(pscreen, ptarget,
@@ -6888,28 +6936,38 @@ st_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
: 0));
do_vec_index_to_cond_assign(ir);
lower_vector_insert(ir, true);
lower_quadop_vector(ir, false);
lower_noise(ir);
if (options->MaxIfDepth == 0) {
lower_discard(ir);
}
- do {
- progress = do_common_optimization(ir, true, true, options,
- ctx->Const.NativeIntegers);
- progress = lower_if_to_cond_assign((gl_shader_stage)i, ir,
- options->MaxIfDepth, if_threshold) ||
- progress;
-
- } while (progress);
+ if (ctx->Const.GLSLOptimizeConservatively) {
+ /* Do it once and repeat only if there's unsupported control flow. */
+ do {
+ do_common_optimization(ir, true, true, options,
+ ctx->Const.NativeIntegers);
+ lower_if_to_cond_assign((gl_shader_stage)i, ir,
+ options->MaxIfDepth, if_threshold);
+ } while (has_unsupported_control_flow(ir, options));
+ } else {
+ /* Repeat it until it stops making changes. */
+ bool progress;
+ do {
+ progress = do_common_optimization(ir, true, true, options,
+ ctx->Const.NativeIntegers);
+ progress |= lower_if_to_cond_assign((gl_shader_stage)i, ir,
+ options->MaxIfDepth, if_threshold);
+ } while (progress);
+ }
validate_ir_tree(ir);
}
build_program_resource_list(ctx, prog);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_program *linked_prog;
if (prog->_LinkedShaders[i] == NULL)
--
2.7.4
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