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1901 serge 1
Welcome to Mesa's GLSL compiler.  A brief overview of how things flow:
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1) lex and yacc-based preprocessor takes the incoming shader string
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and produces a new string containing the preprocessed shader.  This
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takes care of things like #if, #ifdef, #define, and preprocessor macro
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invocations.  Note that #version, #extension, and some others are
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passed straight through.  See glcpp/*
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2) lex and yacc-based parser takes the preprocessed string and
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generates the AST (abstract syntax tree).  Almost no checking is
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performed in this stage.  See glsl_lexer.lpp and glsl_parser.ypp.
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3) The AST is converted to "HIR".  This is the intermediate
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representation of the compiler.  Constructors are generated, function
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calls are resolved to particular function signatures, and all the
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semantic checking is performed.  See ast_*.cpp for the conversion, and
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ir.h for the IR structures.
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4) The driver (Mesa, or main.cpp for the standalone binary) performs
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optimizations.  These include copy propagation, dead code elimination,
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constant folding, and others.  Generally the driver will call
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optimizations in a loop, as each may open up opportunities for other
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optimizations to do additional work.  See most files called ir_*.cpp
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5) linking is performed.  This does checking to ensure that the
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outputs of the vertex shader match the inputs of the fragment shader,
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and assigns locations to uniforms, attributes, and varyings.  See
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linker.cpp.
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6) The driver may perform additional optimization at this point, as
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for example dead code elimination previously couldn't remove functions
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or global variable usage when we didn't know what other code would be
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linked in.
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7) The driver performs code generation out of the IR, taking a linked
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shader program and producing a compiled program for each stage.  See
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ir_to_mesa.cpp for Mesa IR code generation.
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FAQ:
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Q: What is HIR versus IR versus LIR?
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A: The idea behind the naming was that ast_to_hir would produce a
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high-level IR ("HIR"), with things like matrix operations, structure
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assignments, etc., present.  A series of lowering passes would occur
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that do things like break matrix multiplication into a series of dot
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products/MADs, make structure assignment be a series of assignment of
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components, flatten if statements into conditional moves, and such,
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producing a low level IR ("LIR").
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However, it now appears that each driver will have different
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requirements from a LIR.  A 915-generation chipset wants all functions
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inlined, all loops unrolled, all ifs flattened, no variable array
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accesses, and matrix multiplication broken down.  The Mesa IR backend
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for swrast would like matrices and structure assignment broken down,
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but it can support function calls and dynamic branching.  A 965 vertex
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shader IR backend could potentially even handle some matrix operations
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without breaking them down, but the 965 fragment shader IR backend
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would want to break to have (almost) all operations down channel-wise
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and perform optimization on that.  As a result, there's no single
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low-level IR that will make everyone happy.  So that usage has fallen
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out of favor, and each driver will perform a series of lowering passes
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to take the HIR down to whatever restrictions it wants to impose
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before doing codegen.
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Q: How is the IR structured?
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A: The best way to get started seeing it would be to run the
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standalone compiler against a shader:
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./glsl_compiler --dump-lir \
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	~/src/piglit/tests/shaders/glsl-orangebook-ch06-bump.frag
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So for example one of the ir_instructions in main() contains:
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(assign (constant bool (1)) (var_ref litColor)  (expression vec3 * (var_ref Surf
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aceColor) (var_ref __retval) ) )
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Or more visually:
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                     (assign)
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                 /       |        \
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        (var_ref)  (expression *)  (constant bool 1)
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         /          /           \
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(litColor)      (var_ref)    (var_ref)
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                  /                  \
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           (SurfaceColor)          (__retval)
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which came from:
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litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);
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(the max call is not represented in this expression tree, as it was a
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function call that got inlined but not brought into this expression
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tree)
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Each of those nodes is a subclass of ir_instruction.  A particular
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ir_instruction instance may only appear once in the whole IR tree with
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the exception of ir_variables, which appear once as variable
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declarations:
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(declare () vec3 normDelta)
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and multiple times as the targets of variable dereferences:
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...
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(assign (constant bool (1)) (var_ref __retval) (expression float dot
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 (var_ref normDelta) (var_ref LightDir) ) )
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...
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(assign (constant bool (1)) (var_ref __retval) (expression vec3 -
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 (var_ref LightDir) (expression vec3 * (constant float (2.000000))
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 (expression vec3 * (expression float dot (var_ref normDelta) (var_ref
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 LightDir) ) (var_ref normDelta) ) ) ) )
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...
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Each node has a type.  Expressions may involve several different types:
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(declare (uniform ) mat4 gl_ModelViewMatrix)
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((assign (constant bool (1)) (var_ref constructor_tmp) (expression
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 vec4 * (var_ref gl_ModelViewMatrix) (var_ref gl_Vertex) ) )
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An expression tree can be arbitrarily deep, and the compiler tries to
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keep them structured like that so that things like algebraic
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optimizations ((color * 1.0 == color) and ((mat1 * mat2) * vec == mat1
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* (mat2 * vec))) or recognizing operation patterns for code generation
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(vec1 * vec2 + vec3 == mad(vec1, vec2, vec3)) are easier.  This comes
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at the expense of additional trickery in implementing some
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optimizations like CSE where one must navigate an expression tree.
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Q: Why no SSA representation?
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A: Converting an IR tree to SSA form makes dead code elmimination,
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common subexpression elimination, and many other optimizations much
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easier.  However, in our primarily vector-based language, there's some
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major questions as to how it would work.  Do we do SSA on the scalar
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or vector level?  If we do it at the vector level, we're going to end
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up with many different versions of the variable when encountering code
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like:
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(assign (constant bool (1)) (swiz x (var_ref __retval) ) (var_ref a) )
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(assign (constant bool (1)) (swiz y (var_ref __retval) ) (var_ref b) )
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(assign (constant bool (1)) (swiz z (var_ref __retval) ) (var_ref c) )
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If every masked update of a component relies on the previous value of
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the variable, then we're probably going to be quite limited in our
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dead code elimination wins, and recognizing common expressions may
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just not happen.  On the other hand, if we operate channel-wise, then
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we'll be prone to optimizing the operation on one of the channels at
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the expense of making its instruction flow different from the other
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channels, and a vector-based GPU would end up with worse code than if
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we didn't optimize operations on that channel!
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Once again, it appears that our optimization requirements are driven
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significantly by the target architecture.  For now, targeting the Mesa
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IR backend, SSA does not appear to be that important to producing
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excellent code, but we do expect to do some SSA-based optimizations
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for the 965 fragment shader backend when that is developed.
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Q: How should I expand instructions that take multiple backend instructions?
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Sometimes you'll have to do the expansion in your code generation --
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see, for example, ir_to_mesa.cpp's handling of ir_unop_sqrt.  However,
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in many cases you'll want to do a pass over the IR to convert
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non-native instructions to a series of native instructions.  For
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example, for the Mesa backend we have ir_div_to_mul_rcp.cpp because
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Mesa IR (and many hardware backends) only have a reciprocal
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instruction, not a divide.  Implementing non-native instructions this
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way gives the chance for constant folding to occur, so (a / 2.0)
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becomes (a * 0.5) after codegen instead of (a * (1.0 / 2.0))
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Q: How shoud I handle my special hardware instructions with respect to IR?
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Our current theory is that if multiple targets have an instruction for
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some operation, then we should probably be able to represent that in
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the IR.  Generally this is in the form of an ir_{bin,un}op expression
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type.  For example, we initially implemented fract() using (a -
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floor(a)), but both 945 and 965 have instructions to give that result,
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and it would also simplify the implementation of mod(), so
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ir_unop_fract was added.  The following areas need updating to add a
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new expression type:
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ir.h (new enum)
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ir.cpp:get_num_operands() (used for ir_reader)
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ir.cpp:operator_strs (used for ir_reader)
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ir_constant_expression.cpp (you probably want to be able to constant fold)
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ir_validate.cpp (check users have the right types)
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You may also need to update the backends if they will see the new expr type:
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../mesa/shaders/ir_to_mesa.cpp
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You can then use the new expression from builtins (if all backends
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would rather see it), or scan the IR and convert to use your new
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expression type (see ir_mod_to_fract, for example).
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Q: How is memory management handled in the compiler?
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The hierarchical memory allocator "talloc" developed for the Samba
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project is used, so that things like optimization passes don't have to
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worry about their garbage collection so much.  It has a few nice
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features, including low performance overhead and good debugging
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support that's trivially available.
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Generally, each stage of the compile creates a talloc context and
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allocates its memory out of that or children of it.  At the end of the
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stage, the pieces still live are stolen to a new context and the old
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one freed, or the whole context is kept for use by the next stage.
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For IR transformations, a temporary context is used, then at the end
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of all transformations, reparent_ir reparents all live nodes under the
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shader's IR list, and the old context full of dead nodes is freed.
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When developing a single IR transformation pass, this means that you
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want to allocate instruction nodes out of the temporary context, so if
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it becomes dead it doesn't live on as the child of a live node.  At
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the moment, optimization passes aren't passed that temporary context,
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so they find it by calling talloc_parent() on a nearby IR node.  The
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talloc_parent() call is expensive, so many passes will cache the
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result of the first talloc_parent().  Cleaning up all the optimization
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passes to take a context argument and not call talloc_parent() is left
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as an exercise.
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Q: What is the file naming convention in this directory?
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Initially, there really wasn't one.  We have since adopted one:
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 - Files that implement code lowering passes should be named lower_*
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   (e.g., lower_noise.cpp).
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 - Files that implement optimization passes should be named opt_*.
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 - Files that implement a class that is used throught the code should
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   take the name of that class (e.g., ir_hierarchical_visitor.cpp).
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 - Files that contain code not fitting in one of the previous
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   categories should have a sensible name (e.g., glsl_parser.ypp).