mesa/src/glsl/opt_dead_builtin_variables.cpp
Ian Romanick 1012e95a40 glsl: Eliminate unused built-in variables after compilation
After compilation (and before linking) we can eliminate quite a few
built-in variables.  Basically, any uniform or constant (e.g.,
gl_MaxVertexTextureImageUnits) that isn't used (with one exception) can
be eliminated.  System values, vertex shader inputs (with one
exception), and fragment shader outputs that are not used and not
re-declared in the shader text can also be removed.

gl_ModelViewProjectMatrix and gl_Vertex are used by the built-in
function ftransform.  There are some complications with eliminating
these variables (see the comment in the patch), so they are not
eliminated.

Valgrind massif results for a trimmed apitrace of dota2:

                  n        time(i)         total(B)   useful-heap(B) extra-heap(B)    stacks(B)
Before (32-bit): 46 40,661,487,174       75,116,800       68,854,065     6,262,735            0
After  (32-bit): 50 40,564,927,443       69,185,408       63,683,871     5,501,537            0

Before (64-bit): 64 37,200,329,700      104,872,672       96,514,546     8,358,126            0
After  (64-bit): 59 36,822,048,449       96,526,888       89,113,000     7,413,888            0

A real savings of 4.9MiB on 32-bit and 7.0MiB on 64-bit.

v2: Don't remove any built-in with Transpose in the name.

v3: Fix comment typo noticed by Anuj.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Suggested-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Acked-by: Anuj Phogat <anuj.phogat@gmail.com>
Cc: Eric Anholt <eric@anholt.net>
2014-09-30 13:34:41 -07:00

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/*
* Copyright © 2014 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.
*/
#include "ir.h"
#include "ir_visitor.h"
#include "ir_optimization.h"
/**
* Pre-linking, optimize unused built-in variables
*
* Uniforms, constants, system values, inputs (vertex shader only), and
* outputs (fragment shader only) that are not used can be removed.
*/
void
optimize_dead_builtin_variables(exec_list *instructions,
enum ir_variable_mode other)
{
foreach_in_list_safe(ir_variable, var, instructions) {
if (var->ir_type != ir_type_variable || var->data.used)
continue;
if (var->data.mode != ir_var_uniform
&& var->data.mode != ir_var_auto
&& var->data.mode != ir_var_system_value
&& var->data.mode != other)
continue;
/* So that linker rules can later be enforced, we cannot elimate
* variables that were redeclared in the shader code.
*/
if ((var->data.mode == other || var->data.mode == ir_var_system_value)
&& var->data.how_declared != ir_var_declared_implicitly)
continue;
if (strncmp(var->name, "gl_", 3) != 0)
continue;
/* gl_ModelViewProjectionMatrix and gl_Vertex are special because they
* are used by ftransform. No other built-in variable is used by a
* built-in function. The forward declarations of these variables in
* the built-in function shader does not have the "state slot"
* information, so removing these variables from the user shader will
* cause problems later.
*
* Matrix uniforms with "Transpose" are not eliminated because there's
* an optimization pass that can turn references to the regular matrix
* into references to the transpose matrix. Eliminating the transpose
* matrix would cause that pass to generate references to undeclareds
* variables (thank you, ir_validate).
*
* It doesn't seem worth the effort to track when the transpose could be
* eliminated (i.e., when the non-transpose was eliminated).
*/
if (strcmp(var->name, "gl_ModelViewProjectionMatrix") == 0
|| strcmp(var->name, "gl_Vertex") == 0
|| strstr(var->name, "Transpose") != NULL)
continue;
var->remove();
}
}