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