glsl: disable array splitting for AoA

While it produces functioning code the pass creates worse code
for arrays of arrays. See the comment added in this patch for more
detail.

V2: skip splitting of AoA of matrices too.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
Timothy Arceri 2017-05-25 12:29:20 +10:00
parent 3f0fb23b03
commit 57165f2ef8

View file

@ -140,6 +140,29 @@ ir_array_reference_visitor::get_variable_entry(ir_variable *var)
if (var->type->is_unsized_array())
return NULL;
/* FIXME: arrays of arrays are not handled correctly by this pass so we
* skip it for now. While the pass will create functioning code it actually
* produces worse code.
*
* For example the array:
*
* int[3][2] a;
*
* ends up being split up into:
*
* int[3][2] a_0;
* int[3][2] a_1;
* int[3][2] a_2;
*
* And we end up referencing each of these new arrays for example:
*
* a[0][1] will be turned into a_0[0][1]
* a[1][0] will be turned into a_1[1][0]
* a[2][0] will be turned into a_2[2][0]
*/
if (var->type->is_array() && var->type->fields.array->is_array())
return NULL;
foreach_in_list(variable_entry, entry, &this->variable_list) {
if (entry->var == var)
return entry;