Commit graph

8 commits

Author SHA1 Message Date
Ian Romanick
59889eb3ae Re-indentation after the previous commit
Reviewed-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14573>
2022-02-11 17:25:34 +00:00
Ian Romanick
912299cb39 glsl: Eliminate ir_assignment::condition
Reformatting is left for the next commit.

v2: Remove assignments from the contructors. :face_palm:

Reviewed-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14573>
2022-02-11 17:25:33 +00:00
Ian Romanick
fb630cd783 glsl: Make ir_assignment::condition private
And add get_condition().

This proof that nothing remains that could possibly set ::condition to
anything other than NULL.

v2: Fix bad rebase.

Reviewed-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14573>
2022-02-11 17:25:33 +00:00
Kristian H. Kristensen
e3dfa8f4d6 glsl: Use 'using' to be explicit about visitor overloads
Clang has a warning about overloading virtuals that triggers when a
derived class defines a virtual function that's an overload of
function in the base class.  This kind of thing:

  struct chart; // let's pretend this exists
  struct Base
  {
      virtual void* get(char* e);
  };

  struct Derived: public Base {
      virtual void* get(chart* e); // typo, we wanted to override the same function
  };

The solution is to use

  using Base::get;

to be explicit about the intention to reuse the base class virtual.
We hit this a lot with out glsl ir_hierarchical_visitor visitor
pattern, so let's adds some 'using' to calm down the compiler.

See-also: https://stackoverflow.com/questions/18515183/c-overloaded-virtual-function-warning-by-clang)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3686>
2020-02-04 06:03:52 +00:00
Ian Romanick
ff5254bf08 glsl: Move 'foo = foo;' optimization to opt_dead_code_local
The optimization as done in opt_copy_propagation would have to be
removed in the next patch.  If we just eliminate that optimization
altogether, shader-db results, even on platforms that use NIR, are hurt
quite substantially.  I have not investigated why NIR isn't picking up
the slack here.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Cc: Jason Ekstrand <jason@jlekstrand.net>
2017-10-02 14:46:11 -07:00
Marek Olšák
0f6360eedb glsl: handle partial swizzles in opt_dead_code_local correctly
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-11-10 18:34:55 +01:00
Marek Olšák
9c19dedff0 glsl: use the linear allocator in opt_dead_code_local
Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-10-31 11:53:38 +01:00
Emil Velikov
eb63640c1d glsl: move to compiler/
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Matt Turner <mattst88@gmail.com>
Acked-by: Jose Fonseca <jfonseca@vmware.com>
2016-01-26 16:08:33 +00:00
Renamed from src/glsl/opt_dead_code_local.cpp (Browse further)