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https://github.com/KhronosGroup/SPIRV-Tools
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2d2a512691
* Move ProcessFunction* function from pass to the context. There are a few functions that are used to traverse the call tree. They currently live in the Pass class, but they have nothing to do with a pass, and may be needed outside of a pass. They would be better in the ir context, or in a specific call tree class if we ever have a need for it. * Don't inline recursive functions. Inlining does not check if a function is recursive or not. This has been fine as long as the shader was a Vulkan shader, which forbid recursive functions. However, not all shaders are vulkan, so either we limit inlining to Vulkan shaders or we teach it to look for recursive functions. I prefer to keep the passes as general as is reasonable. The change does not require much new code in inlining and gives a reason to refactor some other code. The changes are to add a member function to the Function class that checks if that function is recursive or not. Then this is used in inlining to not inlining a function call if it calls a recursive function. * Add id to function analysis There are a few places that build a map from ids to Function whose result is that id. I decided to add an analysis to the context for this to reduce that code, and simplify some of the functions. * Add missing file.
80 lines
2.7 KiB
C++
80 lines
2.7 KiB
C++
// Copyright (c) 2017 The Khronos Group Inc.
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// Copyright (c) 2017 Valve Corporation
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// Copyright (c) 2017 LunarG Inc.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "source/opt/inline_exhaustive_pass.h"
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#include <utility>
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namespace spvtools {
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namespace opt {
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bool InlineExhaustivePass::InlineExhaustive(Function* func) {
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bool modified = false;
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// Using block iterators here because of block erasures and insertions.
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for (auto bi = func->begin(); bi != func->end(); ++bi) {
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for (auto ii = bi->begin(); ii != bi->end();) {
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if (IsInlinableFunctionCall(&*ii)) {
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// Inline call.
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std::vector<std::unique_ptr<BasicBlock>> newBlocks;
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std::vector<std::unique_ptr<Instruction>> newVars;
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GenInlineCode(&newBlocks, &newVars, ii, bi);
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// If call block is replaced with more than one block, point
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// succeeding phis at new last block.
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if (newBlocks.size() > 1) UpdateSucceedingPhis(newBlocks);
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// Replace old calling block with new block(s).
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// We need to kill the name and decorations for the call, which
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// will be deleted. Other instructions in the block will be moved to
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// newBlocks. We don't need to do anything with those.
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context()->KillNamesAndDecorates(&*ii);
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bi = bi.Erase();
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for (auto& bb : newBlocks) {
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bb->SetParent(func);
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}
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bi = bi.InsertBefore(&newBlocks);
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// Insert new function variables.
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if (newVars.size() > 0)
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func->begin()->begin().InsertBefore(std::move(newVars));
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// Restart inlining at beginning of calling block.
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ii = bi->begin();
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modified = true;
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} else {
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++ii;
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}
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}
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}
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return modified;
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}
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Pass::Status InlineExhaustivePass::ProcessImpl() {
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// Attempt exhaustive inlining on each entry point function in module
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ProcessFunction pfn = [this](Function* fp) { return InlineExhaustive(fp); };
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bool modified = context()->ProcessEntryPointCallTree(pfn);
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return modified ? Status::SuccessWithChange : Status::SuccessWithoutChange;
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}
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InlineExhaustivePass::InlineExhaustivePass() = default;
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Pass::Status InlineExhaustivePass::Process() {
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InitializeInline();
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return ProcessImpl();
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}
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} // namespace opt
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} // namespace spvtools
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