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/*
* Copyright © 2010 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* \file opt_dead_code.cpp
*
* Eliminates dead assignments and variable declarations from the code.
*/
#include "ir.h"
#include "ir_visitor.h"
#include "ir_variable_refcount.h"
#include "compiler/glsl_types.h"
#include "util/hash_table.h"
static bool debug = false;
/**
* Do a dead code pass over instructions and everything that instructions
* references.
*
* Note that this will remove assignments to globals, so it is not suitable
* for usage on an unlinked instruction stream.
*/
bool
do_dead_code(exec_list *instructions, bool uniform_locations_assigned)
{
ir_variable_refcount_visitor v;
bool progress = false;
v.run(instructions);
hash_table_foreach(v.ht, e) {
ir_variable_refcount_entry *entry = (ir_variable_refcount_entry *)e->data;
/* Since each assignment is a reference, the refereneced count must be
* greater than or equal to the assignment count. If they are equal,
* then all of the references are assignments, and the variable is
* dead.
*
* Note that if the variable is neither assigned nor referenced, both
* counts will be zero and will be caught by the equality test.
*/
assert(entry->referenced_count >= entry->assigned_count);
if (debug) {
printf("%s@%p: %d refs, %d assigns, %sdeclared in our scope\n",
entry->var->name, (void *) entry->var,
entry->referenced_count, entry->assigned_count,
entry->declaration ? "" : "not ");
}
if ((entry->referenced_count > entry->assigned_count)
|| !entry->declaration)
continue;
/* Section 7.4.1 (Shader Interface Matching) of the OpenGL 4.5
* (Core Profile) spec says:
*
* "With separable program objects, interfaces between shader
* stages may involve the outputs from one program object and the
* inputs from a second program object. For such interfaces, it is
* not possible to detect mismatches at link time, because the
* programs are linked separately. When each such program is
* linked, all inputs or outputs interfacing with another program
* stage are treated as active."
*/
if (entry->var->data.always_active_io)
continue;
if (!entry->assign_list.is_empty()) {
/* Remove all the dead assignments to the variable we found.
* Don't do so if it's a shader or function output, though.
*/
if (entry->var->data.mode != ir_var_function_out &&
entry->var->data.mode != ir_var_function_inout &&
entry->var->data.mode != ir_var_shader_out &&
entry->var->data.mode != ir_var_shader_storage) {
while (!entry->assign_list.is_empty()) {
struct assignment_entry *assignment_entry =
exec_node_data(struct assignment_entry,
entry->assign_list.get_head_raw(), link);
assignment_entry->assign->remove();
if (debug) {
printf("Removed assignment to %s@%p\n",
entry->var->name, (void *) entry->var);
}
assignment_entry->link.remove();
free(assignment_entry);
}
progress = true;
}
}
if (entry->assign_list.is_empty()) {
/* If there are no assignments or references to the variable left,
* then we can remove its declaration.
*/
/* uniform initializers are precious, and could get used by another
* stage. Also, once uniform locations have been assigned, the
* declaration cannot be deleted.
*/
if (entry->var->data.mode == ir_var_uniform ||
entry->var->data.mode == ir_var_shader_storage) {
if (uniform_locations_assigned || entry->var->constant_initializer)
continue;
/* Section 2.11.6 (Uniform Variables) of the OpenGL ES 3.0.3 spec
* says:
*
* "All members of a named uniform block declared with a
* shared or std140 layout qualifier are considered active,
* even if they are not referenced in any shader in the
* program. The uniform block itself is also considered
* active, even if no member of the block is referenced."
*
* If the variable is in a uniform block with one of those
* layouts, do not eliminate it.
*/
if (entry->var->is_in_buffer_block()) {
if (entry->var->get_interface_type_packing() !=
GLSL_INTERFACE_PACKING_PACKED) {
/* Set used to false so it doesn't get set as referenced by
* the shader in the program resource list. This will also
* help avoid the state being unnecessarily flushed for the
* shader stage.
*/
entry->var->data.used = false;
continue;
}
}
if (entry->var->type->is_subroutine())
continue;
}
entry->var->remove();
progress = true;
if (debug) {
printf("Removed declaration of %s@%p\n",
entry->var->name, (void *) entry->var);
}
}
}
return progress;
}
/**
* Does a dead code pass on the functions present in the instruction stream.
*
* This is suitable for use while the program is not linked, as it will
* ignore variable declarations (and the assignments to them) for variables
* with global scope.
*/
bool
do_dead_code_unlinked(exec_list *instructions)
{
bool progress = false;
foreach_in_list(ir_instruction, ir, instructions) {
ir_function *f = ir->as_function();
if (f) {
foreach_in_list(ir_function_signature, sig, &f->signatures) {
/* The setting of the uniform_locations_assigned flag here is
* irrelevent. If there is a uniform declaration encountered
* inside the body of the function, something has already gone
* terribly, terribly wrong.
*/
if (do_dead_code(&sig->body, false))
progress = true;
}
}
}
return progress;
}