The series is

Reviewed-by: Ian Romanick <ian.d.roman...@intel.com>

On 06/13/2013 05:25 AM, Marek Olšák wrote:
Hi everyone,

this series adds a new GLSL compiler optimization pass which eliminates unused 
and set-but-unused built-in varyings and adds a few improvements to the GLSL 
linker in the process.

Before I show you how it works, I wanna say that there are patches which are 
related to and will most probably conflict with the geometry shader work, but 
they are necessary because the linkage of varyings is largely suboptimal.

Also, the GL_EXT_separate_shader_objects extension must be disabled for this optimization 
to be enabled. The reason is a program object with both a VS and FS can be bound 
partially, e.g. by glUseShaderProgramEXT(GL_VERTEX_SHADER, prog), so the extension makes 
every program object be just a set of "separate shaders". The extension is not 
important anyway.

Now, to illustrate how the optimization works, consider these 2 shader IR dumps:


Vertex shader (8 varyings):
...
(declare (shader_out ) vec4 gl_FrontColor)
(declare (shader_out ) vec4 gl_FrontSecondaryColor)
(declare (shader_out ) (array vec4 6) gl_TexCoord)
(function main
   (signature void
     (parameters
     )
     (
       ...
       (assign  (xyzw) (var_ref gl_FrontColor)  (var_ref gl_Color) )
       (assign  (xyzw) (var_ref gl_FrontSecondaryColor)  (var_ref 
gl_SecondaryColor) )
       (assign  (xyzw) (array_ref (var_ref gl_TexCoord) (constant int (1)) )  
(var_ref gl_MultiTexCoord1) )
       (assign  (xyzw) (array_ref (var_ref gl_TexCoord) (constant int (4)) )  
(var_ref gl_MultiTexCoord4) )
       (assign  (xyzw) (array_ref (var_ref gl_TexCoord) (constant int (5)) )  
(var_ref gl_MultiTexCoord5) )
     ))
)

Fragment shader (6 varyings):
...
(declare (shader_in ) vec4 gl_SecondaryColor)
(declare (shader_in ) (array vec4 5) gl_TexCoord)
(function main
   (signature void
     (parameters
     )
     (
       (declare () vec4 r)
       (assign  (xyzw) (var_ref r)  ... (var_ref gl_SecondaryColor) ) )
       (assign  (xyzw) (var_ref r)  ... (array_ref (var_ref gl_TexCoord) 
(constant int (1)) ) ) ) )
       (assign  (xyzw) (var_ref r)  ... (array_ref (var_ref gl_TexCoord) 
(constant int (2)) ) ) ) )
       (assign  (xyzw) (var_ref r)  ... (array_ref (var_ref gl_TexCoord) 
(constant int (3)) ) ) ) )
       (declare (temporary ) vec4 assignment_tmp)
       (assign  (xyzw) (var_ref assignment_tmp)  ... (array_ref (var_ref 
gl_TexCoord) (constant int (4)) ) ) ) )
       ...
     ))
)


Note that only gl_TexCoord[1], gl_TexCoord[4], and gl_SecondaryColor are used 
by both shaders. The optimization replaces all occurences of varyings which are 
unused by the other stage by temporary variables. It also breaks down the 
gl_TexCoord array into separate vec4 variables if needed. Here's the result:


Vertex shader (3 varyings instead of 8):
...
(declare (shader_out ) vec4 gl_out_TexCoord1)
(declare (shader_out ) vec4 gl_out_TexCoord4)
(declare (temporary ) vec4 gl_out_TexCoord5_dummy)
(declare (temporary ) vec4 gl_out_FrontColor0_dummy)
(declare (shader_out ) vec4 gl_FrontSecondaryColor)
(function main
   (signature void
     (parameters
     )
     (
       ...
       (assign  (xyzw) (var_ref gl_out_FrontColor0_dummy)  (var_ref gl_Color) )
       (assign  (xyzw) (var_ref gl_FrontSecondaryColor)  (var_ref 
gl_SecondaryColor) )
       (assign  (xyzw) (var_ref gl_out_TexCoord1)  (var_ref gl_MultiTexCoord1) )
       (assign  (xyzw) (var_ref gl_out_TexCoord4)  (var_ref gl_MultiTexCoord4) )
       (assign  (xyzw) (var_ref gl_out_TexCoord5_dummy)  (var_ref 
gl_MultiTexCoord5) )
     ))
)

Fragment shader (3 varyings instead of 6):
...
(declare (shader_in ) vec4 gl_in_TexCoord1)
(declare (temporary ) vec4 gl_in_TexCoord2_dummy)
(declare (temporary ) vec4 gl_in_TexCoord3_dummy)
(declare (shader_in ) vec4 gl_in_TexCoord4)
(declare (shader_in ) vec4 gl_SecondaryColor)
(function main
   (signature void
     (parameters
     )
     (
       (declare () vec4 r)
       (assign  (xyzw) (var_ref r)  ... (var_ref gl_SecondaryColor) ) )
       (assign  (xyzw) (var_ref r)  ... (var_ref gl_in_TexCoord1) ) ) )
       (assign  (xyzw) (var_ref r)  ... (var_ref gl_in_TexCoord2_dummy) ) ) )
       (assign  (xyzw) (var_ref r)  ... (var_ref gl_in_TexCoord3_dummy) ) ) )
       (declare (temporary ) vec4 assignment_tmp)
       (assign  (xyzw) (var_ref assignment_tmp)  ... (var_ref gl_in_TexCoord4) 
) ) )
       ...
     ))
)

The locations of varyings remain the same. That's all. Please review.

Marek
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