glsl2: Remove the shader_in/shader_out tracking separate from var->mode.

I introduced this for ir_dead_code to distinguish function parameter
outvals from varying outputs.  Only, since ast_to_hir's
current_function is unset when setting up function parameters (they're
needed for making the function signature in the first place), all
function parameter outvals were marked as shader outputs anyway.  This
meant that an inlined function's cloned outval was marked as a shader
output and couldn't be dead-code eliminated.  Instead, since
ir_dead_code doesn't even look at function parameters, just use
var->mode.

The longest Mesa IR coming out of ir_to_mesa for Yo Frankie drops from
725 instructions to 636.
This commit is contained in:
Eric Anholt 2010-08-04 20:33:57 -07:00
parent a08f27940a
commit 046bef2357
7 changed files with 17 additions and 57 deletions

View file

@ -1510,31 +1510,6 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
else if (qual->uniform)
var->mode = ir_var_uniform;
if (qual->uniform)
var->shader_in = true;
/* Any 'in' or 'inout' variables at global scope must be marked as being
* shader inputs. Likewise, any 'out' or 'inout' variables at global scope
* must be marked as being shader outputs.
*/
if (state->current_function == NULL) {
switch (var->mode) {
case ir_var_in:
case ir_var_uniform:
var->shader_in = true;
break;
case ir_var_out:
var->shader_out = true;
break;
case ir_var_inout:
var->shader_in = true;
var->shader_out = true;
break;
default:
break;
}
}
if (qual->flat)
var->interpolation = ir_var_flat;
else if (qual->noperspective)
@ -1702,11 +1677,19 @@ ast_declarator_list::hir(exec_list *instructions,
& loc);
if (this->type->qualifier.invariant) {
if ((state->target == vertex_shader) && !var->shader_out) {
if ((state->target == vertex_shader) && !(var->mode == ir_var_out ||
var->mode == ir_var_inout)) {
/* FINISHME: Note that this doesn't work for invariant on
* a function signature outval
*/
_mesa_glsl_error(& loc, state,
"`%s' cannot be marked invariant, vertex shader "
"outputs only\n", var->name);
} else if ((state->target == fragment_shader) && !var->shader_in) {
} else if ((state->target == fragment_shader) &&
!(var->mode == ir_var_in || var->mode == ir_var_inout)) {
/* FINISHME: Note that this doesn't work for invariant on
* a function signature inval
*/
_mesa_glsl_error(& loc, state,
"`%s' cannot be marked invariant, fragment shader "
"inputs only\n", var->name);

View file

@ -902,7 +902,6 @@ ir_swizzle::variable_referenced()
ir_variable::ir_variable(const struct glsl_type *type, const char *name,
ir_variable_mode mode)
: max_array_access(0), read_only(false), centroid(false), invariant(false),
shader_in(false), shader_out(false),
mode(mode), interpolation(ir_var_smooth), array_lvalue(false)
{
this->ir_type = ir_type_variable;
@ -922,9 +921,6 @@ ir_variable::ir_variable(const struct glsl_type *type, const char *name,
const char *
ir_variable::interpolation_string() const
{
if (!this->shader_in && !this->shader_out)
return "";
switch (this->interpolation) {
case ir_var_smooth: return "smooth";
case ir_var_flat: return "flat";

View file

@ -194,10 +194,10 @@ public:
/**
* Get the string value for the interpolation qualifier
*
* \return
* If none of \c shader_in or \c shader_out is set, an empty string will
* be returned. Otherwise the string that would be used in a shader to
* specify \c mode will be returned.
* \return The string that would be used in a shader to specify \c
* mode will be returned.
*
* This function should only be used on a shader input or output variable.
*/
const char *interpolation_string() const;
@ -221,12 +221,6 @@ public:
unsigned read_only:1;
unsigned centroid:1;
unsigned invariant:1;
/** If the variable is initialized outside of the scope of the shader */
unsigned shader_in:1;
/**
* If the variable value is later used outside of the scope of the shader.
*/
unsigned shader_out:1;
unsigned mode:3;
unsigned interpolation:2;

View file

@ -45,8 +45,6 @@ ir_variable::clone(void *mem_ctx, struct hash_table *ht) const
var->read_only = this->read_only;
var->centroid = this->centroid;
var->invariant = this->invariant;
var->shader_in = this->shader_in;
var->shader_out = this->shader_out;
var->interpolation = this->interpolation;
var->array_lvalue = this->array_lvalue;
var->location = this->location;

View file

@ -68,7 +68,8 @@ do_dead_code(exec_list *instructions)
/* Remove a single dead assignment to the variable we found.
* Don't do so if it's a shader output, though.
*/
if (!entry->var->shader_out) {
if (entry->var->mode != ir_var_out &&
entry->var->mode != ir_var_inout) {
entry->assign->remove();
progress = true;
}

View file

@ -43,22 +43,12 @@ add_variable(const char *name, enum ir_variable_mode mode, int slot,
switch (var->mode) {
case ir_var_auto:
var->read_only = true;
break;
case ir_var_in:
var->shader_in = true;
case ir_var_uniform:
var->read_only = true;
break;
case ir_var_inout:
var->shader_in = true;
var->shader_out = true;
break;
case ir_var_out:
var->shader_out = true;
break;
case ir_var_uniform:
var->shader_in = true;
var->read_only = true;
break;
default:
assert(0);

View file

@ -1124,7 +1124,6 @@ assign_varying_locations(struct gl_shader_program *prog,
* by the following stage.
*/
if (var->location == -1) {
var->shader_out = false;
var->mode = ir_var_auto;
}
}
@ -1158,7 +1157,6 @@ assign_varying_locations(struct gl_shader_program *prog,
/* An 'in' variable is only really a shader input if its
* value is written by the previous stage.
*/
var->shader_in = false;
var->mode = ir_var_auto;
}
}