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authorMatt Turner <mattst88@gmail.com>2016-08-24 19:25:58 -0700
committerMatt Turner <mattst88@gmail.com>2016-08-25 13:45:39 -0700
commite53130cc27b966a09d48be53cb51e09ea7ad0649 (patch)
tree8e916256d605c40e31a535c069442fcf1272f5f1 /.mailmap
parenta491b9e945423a81f785220b85a9b395060952aa (diff)
downloadmesa-e53130cc27b966a09d48be53cb51e09ea7ad0649.tar.gz
mesa-e53130cc27b966a09d48be53cb51e09ea7ad0649.tar.xz
nir: Walk blocks in source code order in lower_vars_to_ssa.
Prior to this commit rename_variables_block() is recursively called, performing a depth-first traversal of the control flow graph. The function uses a non-trivial amount of stack space for local variables, which puts us in danger of smashing the stack, given a sufficiently deep dominance tree. XCOM: Enemy Within contains a shader with such a dominance tree (1574 nir_blocks in total, depth of at least 143). Jason tells me that he believes that any walk over the nir_blocks that respects dominance is sufficient (a DFS might have been necessary prior to the introduction of nir_phi_builder). In fact, the introduction of nir_phi_builder made the problem worse: rename_variables_block(), walks to the bottom of the dominance tree before calling nir_phi_builder_value_get_block_def() which walks back to the top of the dominance tree... In any case, this patch ensures we avoid that problem as well. Cc: mesa-stable@lists.freedesktop.org Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97225 Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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