glsl2: Catch pointless copies in copy propagation.

We wouldn't want to go rewriting dereferences to variables to point at
the same variable it did before.  While I didn't find a way to trigger
that, a shader in Yo Frankie managed to produce a self-assignment by
passing a constant to a function doing self assignment like this.

Cleans up the IR for glsl-deadcode-self-assign.shader_test
This commit is contained in:
Eric Anholt
2010-08-04 23:23:15 -07:00
parent 8f6a0c9ed9
commit c5b9cab499
+17 -5
View File
@@ -213,7 +213,7 @@ kill_invalidated_copies(ir_assignment *ir, exec_list *acp)
* Adds an entry to the available copy list if it's a plain assignment
* of a variable to a variable.
*/
static void
static bool
add_copy(void *ctx, ir_assignment *ir, exec_list *acp)
{
acp_entry *entry;
@@ -221,16 +221,28 @@ add_copy(void *ctx, ir_assignment *ir, exec_list *acp)
if (ir->condition) {
ir_constant *condition = ir->condition->as_constant();
if (!condition || !condition->value.b[0])
return;
return false;
}
ir_variable *lhs_var = ir->whole_variable_written();
ir_variable *rhs_var = ir->rhs->whole_variable_referenced();
if ((lhs_var != NULL) && (rhs_var != NULL)) {
entry = new(ctx) acp_entry(lhs_var, rhs_var);
acp->push_tail(entry);
if (lhs_var == rhs_var) {
/* This is a dumb assignment, but we've conveniently noticed
* it here. Removing it now would mess up the loop iteration
* calling us. Just flag it to not execute, and someone else
* will clean up the mess.
*/
ir->condition = new(talloc_parent(ir)) ir_constant(false);
return true;
} else {
entry = new(ctx) acp_entry(lhs_var, rhs_var);
acp->push_tail(entry);
}
}
return false;
}
static void
@@ -253,7 +265,7 @@ copy_propagation_basic_block(ir_instruction *first,
if (ir_assign) {
kill_invalidated_copies(ir_assign, &acp);
add_copy(ctx, ir_assign, &acp);
progress = add_copy(ctx, ir_assign, &acp) || progress;
}
if (ir == last)
break;