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glsl: remove unused varyings before packing them
Previously we would pack varyings before trying to remove them, this relied on the packing pass not packing varyings with a location of -1 to avoid packing varyings that should be removed. However this meant unused varyings with an explicit location would be packed before they could be removed when we enable packing of them in a later patch. V2: fix regression in V1 removing unused varyings in multi-stage SSO, fix regression with single stage programs. Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com> Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
This commit is contained in:
parent
0d7477a289
commit
30991d7389
3 changed files with 54 additions and 48 deletions
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@ -309,6 +309,41 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
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}
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}
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/**
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* Demote shader inputs and outputs that are not used in other stages, and
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* remove them via dead code elimination.
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*/
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void
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remove_unused_shader_inputs_and_outputs(bool is_separate_shader_object,
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gl_shader *sh,
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enum ir_variable_mode mode)
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{
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if (is_separate_shader_object)
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return;
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foreach_in_list(ir_instruction, node, sh->ir) {
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ir_variable *const var = node->as_variable();
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if ((var == NULL) || (var->data.mode != int(mode)))
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continue;
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/* A shader 'in' or 'out' variable is only really an input or output if
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* its value is used by other shader stages. This will cause the
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* variable to have a location assigned.
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*/
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if (var->data.is_unmatched_generic_inout) {
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assert(var->data.mode != ir_var_temporary);
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var->data.mode = ir_var_auto;
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}
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}
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/* Eliminate code that is now dead due to unused inputs/outputs being
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* demoted.
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*/
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while (do_dead_code(sh->ir, false))
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;
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}
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/**
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* Initialize this object based on a string that was passed to
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@ -1671,6 +1706,16 @@ assign_varying_locations(struct gl_context *ctx,
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}
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}
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}
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/* Now that validation is done its safe to remove unused varyings. As
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* we have both a producer and consumer its safe to remove unused
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* varyings even if the program is a SSO because the stages are being
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* linked together i.e. we have a multi-stage SSO.
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*/
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remove_unused_shader_inputs_and_outputs(false, producer,
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ir_var_shader_out);
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remove_unused_shader_inputs_and_outputs(false, consumer,
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ir_var_shader_in);
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}
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if (!disable_varying_packing) {
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@ -268,6 +268,11 @@ parse_tfeedback_decls(struct gl_context *ctx, struct gl_shader_program *prog,
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const void *mem_ctx, unsigned num_names,
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char **varying_names, tfeedback_decl *decls);
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void
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remove_unused_shader_inputs_and_outputs(bool is_separate_shader_object,
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gl_shader *sh,
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enum ir_variable_mode mode);
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bool
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store_tfeedback_info(struct gl_context *ctx, struct gl_shader_program *prog,
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unsigned num_tfeedback_decls,
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@ -2722,30 +2722,6 @@ match_explicit_outputs_to_inputs(struct gl_shader_program *prog,
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}
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}
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/**
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* Demote shader inputs and outputs that are not used in other stages
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*/
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void
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demote_shader_inputs_and_outputs(gl_shader *sh, enum ir_variable_mode mode)
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{
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foreach_in_list(ir_instruction, node, sh->ir) {
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ir_variable *const var = node->as_variable();
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if ((var == NULL) || (var->data.mode != int(mode)))
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continue;
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/* A shader 'in' or 'out' variable is only really an input or output if
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* its value is used by other shader stages. This will cause the variable
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* to have a location assigned.
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*/
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if (var->data.is_unmatched_generic_inout) {
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assert(var->data.mode != ir_var_temporary);
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var->data.mode = ir_var_auto;
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}
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}
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}
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/**
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* Store the gl_FragDepth layout in the gl_shader_program struct.
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*/
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@ -4446,14 +4422,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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do_dead_builtin_varyings(ctx, sh, NULL,
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num_tfeedback_decls, tfeedback_decls);
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if (!prog->SeparateShader) {
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demote_shader_inputs_and_outputs(sh, ir_var_shader_out);
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/* Eliminate code that is now dead due to unused outputs being
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* demoted.
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*/
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while (do_dead_code(sh->ir, false))
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;
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}
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remove_unused_shader_inputs_and_outputs(prog->SeparateShader, sh,
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ir_var_shader_out);
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}
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else if (first == MESA_SHADER_FRAGMENT) {
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/* If the program only contains a fragment shader...
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@ -4471,12 +4441,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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NULL /* tfeedback_decls */))
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goto done;
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} else {
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demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
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/* Eliminate code that is now dead due to unused inputs being
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* demoted.
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*/
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while (do_dead_code(sh->ir, false))
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;
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remove_unused_shader_inputs_and_outputs(false, sh,
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ir_var_shader_in);
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}
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}
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@ -4497,16 +4463,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
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tfeedback_decls);
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demote_shader_inputs_and_outputs(sh_i, ir_var_shader_out);
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demote_shader_inputs_and_outputs(sh_next, ir_var_shader_in);
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/* Eliminate code that is now dead due to unused outputs being demoted.
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*/
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while (do_dead_code(sh_i->ir, false))
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;
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while (do_dead_code(sh_next->ir, false))
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;
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/* This must be done after all dead varyings are eliminated. */
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if (!check_against_output_limit(ctx, prog, sh_i))
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goto done;
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