glsl: Pass struct shader_compiler_options into do_common_optimization. 58/6558/1
authorKenneth Graunke <kenneth@whitecape.org>
Thu, 18 Apr 2013 00:30:22 +0000 (17:30 -0700)
committerKenneth Graunke <kenneth@whitecape.org>
Sun, 12 May 2013 16:36:41 +0000 (09:36 -0700)
do_common_optimization may need to make choices about whether to emit
certain kinds of instructions.  gl_context::ShaderCompilerOptions
contains exactly that information, so it makes sense to pass it in.

Rather than passing the whole array, pass the structure for the stage
that's currently being worked on.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
src/glsl/glsl_parser_extras.cpp
src/glsl/ir_optimization.h
src/glsl/linker.cpp
src/glsl/main.cpp
src/mesa/drivers/dri/i965/brw_shader.cpp
src/mesa/main/ff_fragment_shader.cpp
src/mesa/program/ir_to_mesa.cpp
src/mesa/state_tracker/st_glsl_to_tgsi.cpp

index cf6c8c6..4e496a1 100644 (file)
@@ -1203,11 +1203,13 @@ ast_struct_specifier::ast_struct_specifier(const char *identifier,
  * \param max_unroll_iterations       Maximum number of loop iterations to be
  *                                    unrolled.  Setting to 0 disables loop
  *                                    unrolling.
+ * \param options                     The driver's preferred shader options.
  */
 bool
 do_common_optimization(exec_list *ir, bool linked,
                       bool uniform_locations_assigned,
-                      unsigned max_unroll_iterations)
+                      unsigned max_unroll_iterations,
+                       const struct gl_shader_compiler_options *options)
 {
    GLboolean progress = GL_FALSE;
 
index 49b1475..9d28e91 100644 (file)
@@ -66,7 +66,8 @@ enum lower_packing_builtins_op {
 
 bool do_common_optimization(exec_list *ir, bool linked,
                            bool uniform_locations_assigned,
-                           unsigned max_unroll_iterations);
+                           unsigned max_unroll_iterations,
+                            const struct gl_shader_compiler_options *options);
 
 bool do_algebraic(exec_list *instructions);
 bool do_constant_folding(exec_list *instructions);
index 3ef5940..dea5838 100644 (file)
@@ -1767,7 +1767,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 
       unsigned max_unroll = ctx->ShaderCompilerOptions[i].MaxUnrollIterations;
 
-      while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, max_unroll))
+      while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, max_unroll, &ctx->ShaderCompilerOptions[i]))
         ;
    }
 
index ce084b4..d7e35bc 100644 (file)
@@ -174,9 +174,11 @@ compile_shader(struct gl_context *ctx, struct gl_shader *shader)
 
    /* Optimization passes */
    if (!state->error && !shader->ir->is_empty()) {
+      const struct gl_shader_compiler_options *opts =
+         &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)];
       bool progress;
       do {
-        progress = do_common_optimization(shader->ir, false, false, 32);
+        progress = do_common_optimization(shader->ir, false, false, 32, opts);
       } while (progress);
 
       validate_ir_tree(shader->ir);
index 3bbcccd..8dcab75 100644 (file)
@@ -209,7 +209,8 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
                                   false /* loops */
                                   ) || progress;
 
-        progress = do_common_optimization(shader->ir, true, true, 32)
+        progress = do_common_optimization(shader->ir, true, true, 32,
+                                           &ctx->ShaderCompilerOptions[stage])
           || progress;
       } while (progress);
 
index 01a4542..91c425b 100644 (file)
@@ -1336,7 +1336,10 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
 
    validate_ir_tree(p.shader->ir);
 
-   while (do_common_optimization(p.shader->ir, false, false, 32))
+   const struct gl_shader_compiler_options *options =
+      &ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
+
+   while (do_common_optimization(p.shader->ir, false, false, 32, options))
       ;
    reparent_ir(p.shader->ir, p.shader->ir);
 
index 363efe7..258b864 100644 (file)
@@ -3025,7 +3025,8 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
         progress = do_lower_jumps(ir, true, true, options->EmitNoMainReturn, options->EmitNoCont, options->EmitNoLoops) || progress;
 
         progress = do_common_optimization(ir, true, true,
-                                          options->MaxUnrollIterations)
+                                          options->MaxUnrollIterations,
+                                           options)
           || progress;
 
         progress = lower_quadop_vector(ir, true) || progress;
@@ -3131,11 +3132,13 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
 
    if (!state->error && !shader->ir->is_empty()) {
       validate_ir_tree(shader->ir);
+      struct gl_shader_compiler_options *options =
+         &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)];
 
       /* 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, 32))
+      while (do_common_optimization(shader->ir, false, false, 32, options))
         ;
 
       validate_ir_tree(shader->ir);
index dd8810d..d175be6 100644 (file)
@@ -5255,7 +5255,7 @@ st_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
          progress = do_lower_jumps(ir, true, true, options->EmitNoMainReturn, options->EmitNoCont, options->EmitNoLoops) || progress;
 
          progress = do_common_optimization(ir, true, true,
-                                          options->MaxUnrollIterations)
+                                          options->MaxUnrollIterations, options)
           || progress;
 
          progress = lower_if_to_cond_assign(ir, options->MaxIfDepth) || progress;