mesa/src/glsl/opt_dead_code.cpp
Timothy Arceri 410609c968 glsl: remove dead code in a single pass
Currently only one ir assignment is removed for each var in a single
dead code optimisation pass. This means if a var has more than one
assignment, then it requires all the glsl optimisations to be run again
for each additional assignment to be removed.
Another pass is also required to remove the variable itself.

With this change all assignments and the variable are removed in a single
pass.

Some of the arrays of arrays conformance tests that were looping
through 8 dimensions ended up with a var with hundreds of assignments.

This change helps ES31-CTS.arrays_of_arrays.InteractionFunctionCalls1
go from around 3 min 20 sec -> 2 min

ES31-CTS.arrays_of_arrays.InteractionFunctionCalls2 went from
around 9 min 20 sec to 7 min 30 sec

I had difficulty getting the public shader-db to give a consistent result
with or without this change but the results seemed unchanged at between
15-20 seconds.

Thomas Helland measured change with shader-db on his machine from
approx 117 secs to 112 secs.

V3: Simplify freeing of list as suggested by Ian, and spelling fixes.

V2: Add assert to be sure references are counted before assignments.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-By: Thomas Helland <thomashelland90@gmail.com>
Tested-by: Ian Romanick <ian.d.romanick@intel.com>
2015-10-15 20:36:14 +11:00

183 lines
6.1 KiB
C++

/*
* Copyright © 2010 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* \file opt_dead_code.cpp
*
* Eliminates dead assignments and variable declarations from the code.
*/
#include "ir.h"
#include "ir_visitor.h"
#include "ir_variable_refcount.h"
#include "glsl_types.h"
#include "util/hash_table.h"
static bool debug = false;
/**
* Do a dead code pass over instructions and everything that instructions
* references.
*
* Note that this will remove assignments to globals, so it is not suitable
* for usage on an unlinked instruction stream.
*/
bool
do_dead_code(exec_list *instructions, bool uniform_locations_assigned)
{
ir_variable_refcount_visitor v;
bool progress = false;
v.run(instructions);
struct hash_entry *e;
hash_table_foreach(v.ht, e) {
ir_variable_refcount_entry *entry = (ir_variable_refcount_entry *)e->data;
/* Since each assignment is a reference, the refereneced count must be
* greater than or equal to the assignment count. If they are equal,
* then all of the references are assignments, and the variable is
* dead.
*
* Note that if the variable is neither assigned nor referenced, both
* counts will be zero and will be caught by the equality test.
*/
assert(entry->referenced_count >= entry->assigned_count);
if (debug) {
printf("%s@%p: %d refs, %d assigns, %sdeclared in our scope\n",
entry->var->name, (void *) entry->var,
entry->referenced_count, entry->assigned_count,
entry->declaration ? "" : "not ");
}
if ((entry->referenced_count > entry->assigned_count)
|| !entry->declaration)
continue;
if (!entry->assign_list.is_empty()) {
/* Remove all the dead assignments to the variable we found.
* Don't do so if it's a shader or function output, though.
*/
if (entry->var->data.mode != ir_var_function_out &&
entry->var->data.mode != ir_var_function_inout &&
entry->var->data.mode != ir_var_shader_out &&
entry->var->data.mode != ir_var_shader_storage) {
while (!entry->assign_list.is_empty()) {
struct assignment_entry *assignment_entry =
exec_node_data(struct assignment_entry,
entry->assign_list.head, link);
assignment_entry->assign->remove();
if (debug) {
printf("Removed assignment to %s@%p\n",
entry->var->name, (void *) entry->var);
}
assignment_entry->link.remove();
free(assignment_entry);
}
progress = true;
}
}
if (entry->assign_list.is_empty()) {
/* If there are no assignments or references to the variable left,
* then we can remove its declaration.
*/
/* uniform initializers are precious, and could get used by another
* stage. Also, once uniform locations have been assigned, the
* declaration cannot be deleted.
*/
if (entry->var->data.mode == ir_var_uniform ||
entry->var->data.mode == ir_var_shader_storage) {
if (uniform_locations_assigned || entry->var->constant_initializer)
continue;
/* Section 2.11.6 (Uniform Variables) of the OpenGL ES 3.0.3 spec
* says:
*
* "All members of a named uniform block declared with a
* shared or std140 layout qualifier are considered active,
* even if they are not referenced in any shader in the
* program. The uniform block itself is also considered
* active, even if no member of the block is referenced."
*
* If the variable is in a uniform block with one of those
* layouts, do not eliminate it.
*/
if (entry->var->is_in_buffer_block()) {
if (entry->var->get_interface_type()->interface_packing !=
GLSL_INTERFACE_PACKING_PACKED)
continue;
}
if (entry->var->type->is_subroutine())
continue;
}
entry->var->remove();
progress = true;
if (debug) {
printf("Removed declaration of %s@%p\n",
entry->var->name, (void *) entry->var);
}
}
}
return progress;
}
/**
* Does a dead code pass on the functions present in the instruction stream.
*
* This is suitable for use while the program is not linked, as it will
* ignore variable declarations (and the assignments to them) for variables
* with global scope.
*/
bool
do_dead_code_unlinked(exec_list *instructions)
{
bool progress = false;
foreach_in_list(ir_instruction, ir, instructions) {
ir_function *f = ir->as_function();
if (f) {
foreach_in_list(ir_function_signature, sig, &f->signatures) {
/* The setting of the uniform_locations_assigned flag here is
* irrelevent. If there is a uniform declaration encountered
* inside the body of the function, something has already gone
* terribly, terribly wrong.
*/
if (do_dead_code(&sig->body, false))
progress = true;
}
}
}
return progress;
}