From 45b8f620a545bcdb8a4942bafd505c9418f6d9f2 Mon Sep 17 00:00:00 2001 From: Roland Scheidegger Date: Mon, 23 Apr 2018 04:39:00 +0200 Subject: [PATCH] gallivm: remove LICM pass LICM is simply too expensive, even though it presumably can help quite a bit in some cases. It was definitely cheaper in llvm 3.3, though as far as I can tell with llvm 3.3 it failed to do anything in most cases. early-cse also actually seems to cause licm to be able to move things when it previously couldn't, which causes noticeable compile time increases. There's more loop passes in llvm, but I'm not sure which ones are helpful, and I couldn't find anything which would roughly do what the old licm in llvm 3.3 did, so ditch it. Reviewed-by: Jose Fonseca --- src/gallium/auxiliary/gallivm/lp_bld_init.c | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) diff --git a/src/gallium/auxiliary/gallivm/lp_bld_init.c b/src/gallium/auxiliary/gallivm/lp_bld_init.c index ca36b467cad..a9968649c06 100644 --- a/src/gallium/auxiliary/gallivm/lp_bld_init.c +++ b/src/gallium/auxiliary/gallivm/lp_bld_init.c @@ -144,7 +144,15 @@ create_pass_manager(struct gallivm_state *gallivm) LLVMAddScalarReplAggregatesPass(gallivm->passmgr); LLVMAddEarlyCSEPass(gallivm->passmgr); LLVMAddCFGSimplificationPass(gallivm->passmgr); - LLVMAddLICMPass(gallivm->passmgr); + /* + * FIXME: LICM is potentially quite useful. However, for some + * rather crazy shaders the compile time can reach _hours_ per shader, + * due to licm implying lcssa (since llvm 3.5), which can take forever. + * Even for sane shaders, the cost of licm is rather high (and not just + * due to lcssa, licm itself too), though mostly only in cases when it + * can actually move things, so having to disable it is a pity. + * LLVMAddLICMPass(gallivm->passmgr); + */ LLVMAddReassociatePass(gallivm->passmgr); LLVMAddPromoteMemoryToRegisterPass(gallivm->passmgr); LLVMAddConstantPropagationPass(gallivm->passmgr); -- 2.30.2