glsl: fix potential slow compile times for GLSLOptimizeConservatively

See code comment for full description of the change.

Fixes: 0a5018c1a4 ("mesa: add gl_constants::GLSLOptimizeConservatively")

Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3034

Tested-by: Witold Baryluk <witold.baryluk@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5346>
(cherry picked from commit e43ab7bb05)
This commit is contained in:
Timothy Arceri 2020-06-05 13:57:40 +10:00 committed by Dylan Baker
parent 3f0a6cad4d
commit 0f8fad7f3c
2 changed files with 15 additions and 2 deletions

View file

@ -454,7 +454,7 @@
"description": "glsl: fix potential slow compile times for GLSLOptimizeConservatively",
"nominated": true,
"nomination_type": 1,
"resolution": 0,
"resolution": 1,
"master_sha": null,
"because_sha": "0a5018c1a483abe6c4dddc6c65a7f4e939efc726"
},

View file

@ -2345,7 +2345,20 @@ do_common_optimization(exec_list *ir, bool linked,
OPT(lower_vector_insert, ir, false);
OPT(optimize_swizzles, ir);
OPT(optimize_split_arrays, ir, linked);
/* Some drivers only call do_common_optimization() once rather than in a
* loop, and split arrays causes each element of a constant array to
* dereference is own copy of the entire array initilizer. This IR is not
* something that can be generated manually in a shader and is not
* accounted for by NIR optimisations, the result is an exponential slow
* down in compilation speed as a constant arrays element count grows. To
* avoid that here we make sure to always clean up the mess split arrays
* causes to constant arrays.
*/
bool array_split = optimize_split_arrays(ir, linked);
if (array_split)
do_constant_propagation(ir);
progress |= array_split;
OPT(optimize_redundant_jumps, ir);
if (options->MaxUnrollIterations) {