Once the relevant branch has been identified do not iterate over the
instructions in the branch, do a linked list insertion instead to avoid the
loop.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
In these cases, we edit the list (or at least might be), so we use the
foreach_list_safe variant.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This cleans up some funny-looking code in some unigine shaders I was
looking at. Also slightly helps on planeshift and a few shaders in an
upcoming Valve release.
total instructions in shared programs: 1653715 -> 1653587 (-0.01%)
instructions in affected programs: 16550 -> 16422 (-0.77%)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Because these classes are used entirely from their own source files
and not from separate DSOs, the linker gets to produce massively less
code. This cuts about 13k of text in the libdricore case. In the
non-libdricore case, the additional linkage information allows the
compiler to inline some code, so libglsl.a size actually increases by
about 300 bytes.
For a dricore build, improves shader_runner runtime on
glsl-fs-copy-propagation-texcoords-1 by 0.21% +/- 0.03% (n=353574,
outliers removed). No statistically significant difference with n=322
on glslparsertest on a yofrankie shader intended to test compiler
performance.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cuts 8/1068 instructions from glyphy's fragment shaders on i965.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>