These instructions will be executed on every iteration of the loop
we cannot drop them.
V2:
- move removal of unreachable terminators from the terminator list
to the same place they are removed from the IR as suggested by
Nicolai.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Having this separate just makes the code harder to follow, and
requires an extra walk of the IR.
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
The main motivation for this is that threaded compilation can fall
over if we were to allocate IR inside constant_expression_value()
when calling it on a builtin. This is because builtins are shared
across the whole OpenGL context.
f81ede4699 worked around the problem by cloning the entire
builtin before constant_expression_value() could be called on
it. However cloning the whole function each time we referenced
it lead to a significant reduction in the GLSL IR compiler
performance. This change along with the following patch
helps fix that performance regression.
Other advantages are that we reduce the number of calls to
ralloc_parent(), and for loop unrolling we free constants after
they are used rather than leaving them hanging around.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Previously loops like
do {
// ...
} while (false);
that did not have any other loop-branch instructions would not be
unrolled. This is commonly used to wrap multiline preprocessor macros.
This produces IR like
(loop (
...
break
))
Since limiting_terminator was NULL, the loop unroller would
throw up its hands and say, "I don't know how many iterations. How
can I unroll this?"
We can detect this another way. If there is no limiting_terminator
and the only loop-branch is a break as the last IR, there's only one
iteration.
On my very old checkout of shader-db, this removes a loop from Orbital
Explorer, but it does not otherwise affect the shader. The loop removed
is the one the compiler inserts surrounding the switch statement.
This change does prevent some seriously bad code generation in some
patches to meta shaders that I recently sent out for review.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>