ir_to_mesa: Don't do function inlining until linking.

Optimizations at compile time should generally be done with the goal
of reducing instruction count so that other work, particularly
linking, is less time-consuming if the shader is used multiple times.
However, function inlining increases instruction count for the inlined
function bodies without removing the original function body, since we
don't know if it will be used at link time or not.

Reduces the runtime of linking and executing a Yo Frankie fragment
shader from 0.9 seconds to 0.5 seconds (-45.9%, +/- 2.2%, n=5).
This commit is contained in:
Eric Anholt 2010-08-05 10:13:10 -07:00
parent 2e853ca23c
commit e995f0e10c

View file

@ -2604,7 +2604,6 @@ _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
do { do {
progress = false; progress = false;
progress = do_function_inlining(shader->ir) || progress;
progress = do_if_simplification(shader->ir) || progress; progress = do_if_simplification(shader->ir) || progress;
progress = do_copy_propagation(shader->ir) || progress; progress = do_copy_propagation(shader->ir) || progress;
progress = do_dead_code_local(shader->ir) || progress; progress = do_dead_code_local(shader->ir) || progress;