glsl2: Move our data from a glsl_shader* on the side to the main gl_shader *.
This saves recompiling at link time. gl_shader->ir is made a pointer so that we don't have to bring exec_list into mtypes.h.
This commit is contained in:
+22
-25
@@ -38,14 +38,13 @@
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/* Returned string will have 'ctx' as its talloc owner. */
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static char *
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load_text_file(void *ctx, const char *file_name, size_t *size)
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load_text_file(void *ctx, const char *file_name)
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{
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char *text = NULL;
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struct stat st;
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ssize_t total_read = 0;
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int fd = open(file_name, O_RDONLY);
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*size = 0;
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if (fd < 0) {
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return NULL;
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}
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@@ -70,7 +69,6 @@ load_text_file(void *ctx, const char *file_name, size_t *size)
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} while (total_read < st.st_size);
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text[total_read] = '\0';
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*size = total_read;
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}
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}
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@@ -102,7 +100,7 @@ const struct option compiler_opts[] = {
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};
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void
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compile_shader(struct glsl_shader *shader)
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compile_shader(struct gl_shader *shader)
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{
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struct _mesa_glsl_parse_state *state;
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@@ -145,40 +143,40 @@ compile_shader(struct glsl_shader *shader)
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printf("\n\n");
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}
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shader->ir.make_empty();
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shader->ir = new(shader) exec_list;
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if (!state->error && !state->translation_unit.is_empty())
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_mesa_ast_to_hir(&shader->ir, state);
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_mesa_ast_to_hir(shader->ir, state);
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validate_ir_tree(&shader->ir);
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validate_ir_tree(shader->ir);
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/* Print out the unoptimized IR. */
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if (!state->error && dump_hir) {
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_mesa_print_ir(&shader->ir, state);
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_mesa_print_ir(shader->ir, state);
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}
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/* Optimization passes */
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if (!state->error && !shader->ir.is_empty()) {
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if (!state->error && !shader->ir->is_empty()) {
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bool progress;
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do {
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progress = false;
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progress = do_function_inlining(&shader->ir) || progress;
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progress = do_if_simplification(&shader->ir) || progress;
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progress = do_copy_propagation(&shader->ir) || progress;
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progress = do_dead_code_local(&shader->ir) || progress;
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progress = do_dead_code_unlinked(state, &shader->ir) || progress;
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progress = do_constant_variable_unlinked(&shader->ir) || progress;
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progress = do_constant_folding(&shader->ir) || progress;
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progress = do_vec_index_to_swizzle(&shader->ir) || progress;
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progress = do_swizzle_swizzle(&shader->ir) || progress;
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progress = do_function_inlining(shader->ir) || progress;
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progress = do_if_simplification(shader->ir) || progress;
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progress = do_copy_propagation(shader->ir) || progress;
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progress = do_dead_code_local(shader->ir) || progress;
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progress = do_dead_code_unlinked(state, shader->ir) || progress;
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progress = do_constant_variable_unlinked(shader->ir) || progress;
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progress = do_constant_folding(shader->ir) || progress;
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progress = do_vec_index_to_swizzle(shader->ir) || progress;
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progress = do_swizzle_swizzle(shader->ir) || progress;
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} while (progress);
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}
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validate_ir_tree(&shader->ir);
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validate_ir_tree(shader->ir);
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/* Print out the resulting IR */
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if (!state->error && dump_lir) {
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_mesa_print_ir(&shader->ir, state);
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_mesa_print_ir(shader->ir, state);
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}
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shader->symbols = state->symbols;
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@@ -214,12 +212,12 @@ main(int argc, char **argv)
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assert(whole_program != NULL);
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for (/* empty */; argc > optind; optind++) {
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whole_program->Shaders = (struct glsl_shader **)
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whole_program->Shaders = (struct gl_shader **)
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talloc_realloc(whole_program, whole_program->Shaders,
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struct glsl_shader *, whole_program->NumShaders + 1);
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struct gl_shader *, whole_program->NumShaders + 1);
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assert(whole_program->Shaders != NULL);
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struct glsl_shader *shader = talloc_zero(whole_program, glsl_shader);
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struct gl_shader *shader = talloc_zero(whole_program, gl_shader);
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whole_program->Shaders[whole_program->NumShaders] = shader;
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whole_program->NumShaders++;
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@@ -238,8 +236,7 @@ main(int argc, char **argv)
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else
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usage_fail(argv[0]);
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shader->Source = load_text_file(whole_program,
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argv[optind], &shader->SourceLen);
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shader->Source = load_text_file(whole_program, argv[optind]);
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if (shader->Source == NULL) {
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printf("File \"%s\" does not exist.\n", argv[optind]);
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exit(EXIT_FAILURE);
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