Before this change, we were searching for each instruction twice, once
when checking if it exists and once when figuring out where to insert
it. By using the new function, we can do everything we need to do in one
operation.
Compilation time numbers for my shader-db database:
Difference at 95.0% confidence
-4.04706 +/- 0.669508
-0.922142% +/- 0.151948%
(Student's t, pooled s = 0.95824)
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
if (!instr_can_rewrite(instr))
return false;
- uint32_t hash = hash_instr(instr);
- struct set_entry *e = _mesa_set_search_pre_hashed(instr_set, hash, instr);
- if (e) {
+ struct set_entry *e = _mesa_set_search_or_add(instr_set, instr);
+ nir_instr *match = (nir_instr *) e->key;
+ if (match != instr) {
nir_ssa_def *def = nir_instr_get_dest_ssa_def(instr);
- nir_instr *match = (nir_instr *) e->key;
nir_ssa_def *new_def = nir_instr_get_dest_ssa_def(match);
/* It's safe to replace an exact instruction with an inexact one as
return true;
}
- _mesa_set_add_pre_hashed(instr_set, hash, instr);
return false;
}