• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright © 2010 Intel Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21  * DEALINGS IN THE SOFTWARE.
22  */
23 
24 /**
25  * \file opt_dead_code.cpp
26  *
27  * Eliminates dead assignments and variable declarations from the code.
28  */
29 
30 #include "ir.h"
31 #include "ir_visitor.h"
32 #include "ir_variable_refcount.h"
33 #include "compiler/glsl_types.h"
34 #include "util/hash_table.h"
35 
36 static bool debug = false;
37 
38 /**
39  * Do a dead code pass over instructions and everything that instructions
40  * references.
41  *
42  * Note that this will remove assignments to globals, so it is not suitable
43  * for usage on an unlinked instruction stream.
44  */
45 bool
do_dead_code(exec_list * instructions,bool uniform_locations_assigned)46 do_dead_code(exec_list *instructions, bool uniform_locations_assigned)
47 {
48    ir_variable_refcount_visitor v;
49    bool progress = false;
50 
51    v.run(instructions);
52 
53    struct hash_entry *e;
54    hash_table_foreach(v.ht, e) {
55       ir_variable_refcount_entry *entry = (ir_variable_refcount_entry *)e->data;
56 
57       /* Since each assignment is a reference, the refereneced count must be
58        * greater than or equal to the assignment count.  If they are equal,
59        * then all of the references are assignments, and the variable is
60        * dead.
61        *
62        * Note that if the variable is neither assigned nor referenced, both
63        * counts will be zero and will be caught by the equality test.
64        */
65       assert(entry->referenced_count >= entry->assigned_count);
66 
67       if (debug) {
68 	 printf("%s@%p: %d refs, %d assigns, %sdeclared in our scope\n",
69 		entry->var->name, (void *) entry->var,
70 		entry->referenced_count, entry->assigned_count,
71 		entry->declaration ? "" : "not ");
72       }
73 
74       if ((entry->referenced_count > entry->assigned_count)
75 	  || !entry->declaration)
76 	 continue;
77 
78       /* Section 7.4.1 (Shader Interface Matching) of the OpenGL 4.5
79        * (Core Profile) spec says:
80        *
81        *    "With separable program objects, interfaces between shader
82        *    stages may involve the outputs from one program object and the
83        *    inputs from a second program object.  For such interfaces, it is
84        *    not possible to detect mismatches at link time, because the
85        *    programs are linked separately. When each such program is
86        *    linked, all inputs or outputs interfacing with another program
87        *    stage are treated as active."
88        */
89       if (entry->var->data.always_active_io)
90          continue;
91 
92       if (!entry->assign_list.is_empty()) {
93 	 /* Remove all the dead assignments to the variable we found.
94 	  * Don't do so if it's a shader or function output, though.
95 	  */
96 	 if (entry->var->data.mode != ir_var_function_out &&
97 	     entry->var->data.mode != ir_var_function_inout &&
98              entry->var->data.mode != ir_var_shader_out &&
99              entry->var->data.mode != ir_var_shader_storage) {
100 
101             while (!entry->assign_list.is_empty()) {
102                struct assignment_entry *assignment_entry =
103                   exec_node_data(struct assignment_entry,
104                                  entry->assign_list.get_head_raw(), link);
105 
106 	       assignment_entry->assign->remove();
107 
108 	       if (debug) {
109 	          printf("Removed assignment to %s@%p\n",
110 		         entry->var->name, (void *) entry->var);
111                }
112 
113                assignment_entry->link.remove();
114                free(assignment_entry);
115             }
116             progress = true;
117 	 }
118       }
119 
120       if (entry->assign_list.is_empty()) {
121 	 /* If there are no assignments or references to the variable left,
122 	  * then we can remove its declaration.
123 	  */
124 
125 	 /* uniform initializers are precious, and could get used by another
126 	  * stage.  Also, once uniform locations have been assigned, the
127 	  * declaration cannot be deleted.
128 	  */
129          if (entry->var->data.mode == ir_var_uniform ||
130              entry->var->data.mode == ir_var_shader_storage) {
131             if (uniform_locations_assigned || entry->var->constant_initializer)
132                continue;
133 
134             /* Section 2.11.6 (Uniform Variables) of the OpenGL ES 3.0.3 spec
135              * says:
136              *
137              *     "All members of a named uniform block declared with a
138              *     shared or std140 layout qualifier are considered active,
139              *     even if they are not referenced in any shader in the
140              *     program. The uniform block itself is also considered
141              *     active, even if no member of the block is referenced."
142              *
143              * If the variable is in a uniform block with one of those
144              * layouts, do not eliminate it.
145              */
146             if (entry->var->is_in_buffer_block()) {
147                if (entry->var->get_interface_type_packing() !=
148                    GLSL_INTERFACE_PACKING_PACKED)
149                   continue;
150             }
151 
152             if (entry->var->type->is_subroutine())
153                continue;
154          }
155 
156 	 entry->var->remove();
157 	 progress = true;
158 
159 	 if (debug) {
160 	    printf("Removed declaration of %s@%p\n",
161 		   entry->var->name, (void *) entry->var);
162 	 }
163       }
164    }
165 
166    return progress;
167 }
168 
169 /**
170  * Does a dead code pass on the functions present in the instruction stream.
171  *
172  * This is suitable for use while the program is not linked, as it will
173  * ignore variable declarations (and the assignments to them) for variables
174  * with global scope.
175  */
176 bool
do_dead_code_unlinked(exec_list * instructions)177 do_dead_code_unlinked(exec_list *instructions)
178 {
179    bool progress = false;
180 
181    foreach_in_list(ir_instruction, ir, instructions) {
182       ir_function *f = ir->as_function();
183       if (f) {
184 	 foreach_in_list(ir_function_signature, sig, &f->signatures) {
185 	    /* The setting of the uniform_locations_assigned flag here is
186 	     * irrelevent.  If there is a uniform declaration encountered
187 	     * inside the body of the function, something has already gone
188 	     * terribly, terribly wrong.
189 	     */
190 	    if (do_dead_code(&sig->body, false))
191 	       progress = true;
192 	 }
193       }
194    }
195 
196    return progress;
197 }
198