Create aggressive dead code elimination pass
This pass eliminates unused code from functions. In addition,
it detects and eliminates code which may have spurious uses but which do
not contribute to the output of the function. The most common cause of
such code sequences is summations in loops whose result is no longer used
due to dead code elimination. This optimization has additional compile
time cost over standard dead code elimination.
This pass only processes entry point functions. It also only processes
shaders with logical addressing. It currently will not process functions
with function calls. It currently only supports the GLSL.std.450 extended
instruction set. It currently does not support any extensions.
This pass will be made more effective by first running passes that remove
dead control flow and inlines function calls.
This pass can be especially useful after running Local Access Chain
Conversion, which tends to cause cycles of dead code to be left after
Store/Load elimination passes are completed. These cycles cannot be
eliminated with standard dead code elimination.
Additionally: This transform uses a whitelist of instructions that it
knows do have side effects, (a.k.a. combinators). It assumes other
instructions have side effects: it will not remove them, and assumes
they have side effects via their ID operands.
Also:
- Add const forms of ForEachInst
- Rewrite Module::ToBinary in terms of ForEachInst
- Add Instruction::ToBinaryWithoutAttachedDebugInsts
- Delete the ToBinary method on Function, BasicBlock, and Instruction
since it can now be implemented with ForEachInst in a less confusing
way, e.g. without recursion.
- Preserve debug line instructions on OpFunctionEnd (and store that
instruction as a unique-pointer, for regularity).
Previously we use vectors of objects and move semantics to handle
ownership. That approach has the flaw that inserting an object into
the middle of a vector, which may trigger a vector reallocation,
can invalidate some addresses taken from instructions.
Now the in-memory representation internally uses vector of unique
pointers to handle ownership. Since objects are explicitly heap-
allocated now, pointers to them won't be invalidated by vector
resizing anymore.