Commit graph

13 commits

Author SHA1 Message Date
Kenneth Graunke
5f7e778fa1 glsl: Convert piles of foreach_iter to the newer foreach_list macro.
foreach_iter and exec_list_iterators have been deprecated for some time now;
we just hadn't ever bothered to convert code to the newer foreach_list
and foreach_list_safe macros.

In these cases, we aren't editing the list, so we can use foreach_list
rather than foreach_list_safe.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-01-13 11:38:19 -08:00
Eric Anholt
10ef949424 glsl: Hide many classes local to individual .cpp files in anon namespaces.
This gives the compiler the chance to inline and not export class symbols
even in the absence of LTO.  Saves about 60kb on disk.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@.intel.com>
2013-09-23 12:45:22 -07:00
Kenneth Graunke
1595c79d9c glsl: Short-circuit lower_if_to_cond_assign when MaxIfDepth is UINT_MAX.
Setting MaxIfDepth to UINT_MAX effectively means "don't lower anything."

Explicitly checking for this common case allows us to avoid walking the
IR, computing nesting levels, and so on.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Bryan Cain <bryancain3@gmail.com>
2011-10-21 01:11:20 -07:00
Kenneth Graunke
64f11db558 glsl: Remove unused variable. 2011-08-19 23:29:23 -07:00
Ian Romanick
a352e2d08e glsl: Modify strategy for accumulating conditions when lowering if-statements
Previously if-statements were lowered from inner-most to outer-most
(i.e., bottom-up).  All assignments within an if-statement would have
the condition of the if-statement appended to its existing condition.
As a result the assignments from a deeply nested if-statement would
have a very long and complex condition.

Several shaders in the OpenGL ES2 conformance test suite contain
non-constant array indexing that has been lowered by the shader
writer.  These tests usually look something like:

    if (i == 0) {
        value = array[0];
    } else if (i == 1) {
        value = array[1];
    } else ...

The IR for the last assignment ends up as:

    (assign (expression bool && (expression bool ! (var_ref if_to_cond_assign_condition) ) (expression bool && (expression bool ! (var_ref if_to_cond_assign_condition@20) ) (expression bool && (expression bool ! (var_ref if_to_cond_assign_condition@22) ) (expression bool && (expression bool ! (var_ref if_to_cond_assign_condition@24) ) (var_ref if_to_cond_assign_condition@26) ) ) ) )  (x) (var_ref value) (array_ref (var_ref array) (constant int (5)))

The Mesa IR that is generated from this is just as awesome as you
might expect.

Three changes are made to the way if-statements are lowered.

1. Two condition variables, if_to_cond_assign_then and
if_to_cond_assign_else, are created for each if-then-else structure.
The former contains the "positive" condition, and the later contains
the "negative" condtion.  This change was implemented in the previous
patch.

2. Each condition variable is added to a hash-table when it is created.

3. When lowering an if-statement, assignments to existing condtion
variables get the current condition anded.  This ensures that nested
condition variables are only set to true when the condition variable
for all outer if-statements is also true.

Changes #1 and #3 combine to ensure the correctness of the resulting
code.

4. When a condition assignment is encountered with a condition that is
a dereference of a previously added condition variable, the condition
is not modified.

Change #4 prevents the continuous accumulation of conditions on
assignments.

If the original if-statements were:

    if (x) {
        if (a && b && c && d && e) {
            ...
        } else {
            ...
        }
    } else {
        if (g && h && i && j && k) {
            ...
        } else {
            ...
        }
    }

The lowered code will be

    if_to_cond_assign_then@1 = x;
    if_to_cond_assign_then@2 = a && b && c && d && e
        && if_to_cond_assign_then@1;
    ...
    if_to_cond_assign_else@2 = !if_to_cond_assign_then
        && if_to_cond_assign_then@1;
    ...

    if_to_cond_assign_else@1 = !if_to_cond_assign_then@1;
    if_to_cond_assign_then@3 = g && h && i && j;
        && if_to_cond_assign_else@1;
    ...
    if_to_cond_assign_else@3 = !if_to_cond_assign_then
        && if_to_cond_assign_else@1;
    ...

Depending on how instructions are emitted, there may be an extra
instruction due to the duplication of the '&&
if_to_cond_assign_{then,else}@1' on the nested else conditions.  In
addition, this may cause some unnecessary register pressure since in
the simple case (where the nested conditions are not complex) the
nested then-condition variables are live longer than strictly
necessary.

Before this change, one of the shaders in the OpenGL ES2 conformance
test suite's acos_float_frag_xvary generated 348 Mesa IR instructions.
After this change it only generates 124.  Many, but not all, of these
instructions would have also been eliminated by CSE.

Reviewed-by: Eric Anholt <eric@anholt.net>
2011-08-15 11:44:27 -07:00
Ian Romanick
4a026d6ba5 glsl: Slight change to the code generated by if-flattening
Now the condition (for the then-clause) and the inverse condition (for
the else-clause) get written to separate temporary variables.  In the
presence of complex conditions, this shouldn't result in more code
being generated.  If the original if-statement was

    if (a && b && c && d && e) {
        ...
    } else {
        ...
    }

The lowered code will be

   if_to_cond_assign_then = a && b && c && d && e;
   ...
   if_to_cond_assign_else = !if_to_cond_assign_then;
   ...

Reviewed-by: Eric Anholt <eric@anholt.net>
2011-08-15 11:44:26 -07:00
Ian Romanick
13df36ecb6 glsl: Replace foreach_iter with foreach_list_safe
Reviewed-by: Eric Anholt <eric@anholt.net>
2011-08-15 11:44:26 -07:00
Ian Romanick
5c84378541 glsl: Make move_block_to_cond_assign not care which branch it's processing
This will make some future changes a bit easier to digest.

Reviewed-by: Eric Anholt <eric@anholt.net>
2011-08-15 11:44:26 -07:00
Ian Romanick
d2c6cef18a glsl: Fix depth unbalancing problem in if-statement flattening
Previously, if max_depth were 1, the following code would see the
first if-statement (correctly) not get flattened, but the second
if-statement would (incorrectly) get flattened:

void main()
{
    if (a)
        gl_Position = vec4(0);

    if (b)
        gl_Position = vec4(1);
}

This is because the visit_leave(ir_if*) method would not decrement the
depth before returning on the first if-statement.

NOTE: This is a candidate for the 7.10 and 7.11 branches.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2011-06-27 14:00:14 -07:00
Kenneth Graunke
d3073f58c1 Convert everything from the talloc API to the ralloc API. 2011-01-31 10:17:09 -08:00
Kenneth Graunke
9ac6a9b2fa glsl: Support if-flattening beyond a given maximum nesting depth.
This adds a new optional max_depth parameter (defaulting to 0) to
lower_if_to_cond_assign, and makes the pass only flatten if-statements
nested deeper than that.

By default, all if-statements will be flattened, just like before.

This patch also renames do_if_to_cond_assign to lower_if_to_cond_assign,
to match the new naming conventions.
2010-12-27 00:59:31 -08:00
Chad Versace
df883eb157 glsl: Fix Doxygen tag \file in recently renamed files 2010-11-17 12:07:24 -08:00
Kenneth Graunke
32aaf89823 glsl: Rename various ir_* files to lower_* and opt_*.
This helps distinguish between lowering passes, optimization passes, and
other compiler code.
2010-11-15 16:34:20 -08:00
Renamed from src/glsl/ir_if_to_cond_assign.cpp (Browse further)