This increases the chance that GLSL programs will actually work.
Note that continues and returns are not yet lowered, so linking
will just fail if not supported.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
}
bool
-do_common_optimization(exec_list *ir, bool linked)
+do_common_optimization(exec_list *ir, bool linked, unsigned max_unroll_iterations)
{
GLboolean progress = GL_FALSE;
loop_state *ls = analyze_loop_variables(ir);
progress = set_loop_controls(ir, ls) || progress;
- progress = unroll_loops(ir, ls) || progress;
+ progress = unroll_loops(ir, ls, max_unroll_iterations) || progress;
delete ls;
return progress;
* Prototypes for optimization passes to be called by the compiler and drivers.
*/
-bool do_common_optimization(exec_list *ir, bool linked);
+bool do_common_optimization(exec_list *ir, bool linked, unsigned max_unroll_iterations);
bool do_algebraic(exec_list *instructions);
bool do_constant_folding(exec_list *instructions);
* some of that unused.
*/
for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
- while (do_common_optimization(prog->_LinkedShaders[i]->ir, true))
+ while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, 32))
;
}
extern bool
-unroll_loops(exec_list *instructions, loop_state *ls);
+unroll_loops(exec_list *instructions, loop_state *ls, unsigned max_iterations);
/**
class loop_unroll_visitor : public ir_hierarchical_visitor {
public:
- loop_unroll_visitor(loop_state *state)
+ loop_unroll_visitor(loop_state *state, unsigned max_iterations)
{
this->state = state;
this->progress = false;
+ this->max_iterations = max_iterations;
}
virtual ir_visitor_status visit_leave(ir_loop *ir);
loop_state *state;
bool progress;
+ unsigned max_iterations;
};
/* Don't try to unroll loops that have zillions of iterations either.
*/
- if (ls->max_iterations > 32)
+ if (ls->max_iterations > max_iterations)
return visit_continue;
if (ls->num_loop_jumps > 0)
bool
-unroll_loops(exec_list *instructions, loop_state *ls)
+unroll_loops(exec_list *instructions, loop_state *ls, unsigned max_iterations)
{
- loop_unroll_visitor v(ls);
+ loop_unroll_visitor v(ls, max_iterations);
v.run(instructions);
loop_state *ls = analyze_loop_variables(shader->ir);
progress = set_loop_controls(shader->ir, ls) || progress;
- progress = unroll_loops(shader->ir, ls) || progress;
+ progress = unroll_loops(shader->ir, ls, 32) || progress;
delete ls;
} while (progress);
do {
progress = false;
- progress = do_common_optimization(shader->ir, true) || progress;
+ progress = do_common_optimization(shader->ir, true, 32) || progress;
} while (progress);
validate_ir_tree(shader->ir);
{
/** Driver-selectable options: */
GLboolean EmitHighLevelInstructions; /**< IF/ELSE/ENDIF vs. BRA, etc. */
- GLboolean EmitContReturn; /**< Emit CONT/RET opcodes? */
GLboolean EmitCondCodes; /**< Use condition codes? */
GLboolean EmitComments; /**< Annotated instructions */
GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
* support control flow.
*/
GLboolean EmitNoIfs;
+ GLboolean EmitNoLoops;
+ GLboolean EmitNoFunctions;
+ GLboolean EmitNoCont; /**< Emit CONT opcode? */
+ GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
+
+ GLuint MaxUnrollIterations;
struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
};
struct gl_shader_compiler_options options;
GLuint i;
options.EmitHighLevelInstructions = GL_TRUE;
- options.EmitContReturn = GL_TRUE;
options.EmitCondCodes = GL_FALSE;
options.EmitComments = GL_FALSE;
options.EmitNoIfs = GL_FALSE;
+ options.EmitNoLoops = GL_FALSE;
+ options.EmitNoFunctions = GL_FALSE;
+ options.EmitNoCont = GL_FALSE;
+ options.EmitNoMainReturn = GL_FALSE;
+ options.MaxUnrollIterations = 32;
/* Default pragma settings */
options.DefaultPragmas.IgnoreOptimize = GL_FALSE;
do_div_to_mul_rcp(ir);
do_explog_to_explog2(ir);
- progress = do_common_optimization(ir, true) || progress;
+ progress = do_common_optimization(ir, true, options->MaxUnrollIterations) || progress;
if (options->EmitNoIfs)
progress = do_if_to_cond_assign(ir) || progress;
/* Do some optimization at compile time to reduce shader IR size
* and reduce later work if the same shader is linked multiple times
*/
- while (do_common_optimization(shader->ir, false))
+ while (do_common_optimization(shader->ir, false, 32))
;
validate_ir_tree(shader->ir);
= CLAMP(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
1, MAX_DRAW_BUFFERS);
- /* Is TGSI_OPCODE_CONT supported? */
- /* XXX separate query for early function return? */
for(i = 0; i < MESA_SHADER_TYPES; ++i)
- st->ctx->ShaderCompilerOptions[i].EmitContReturn =
- screen->get_param(screen, PIPE_CAP_TGSI_CONT_SUPPORTED);
+ st->ctx->ShaderCompilerOptions[i].EmitNoCont = !screen->get_param(screen, PIPE_CAP_TGSI_CONT_SUPPORTED);
/* Quads always follow GL provoking rules. */
c->QuadsFollowProvokingVertexConvention = GL_FALSE;