Mesa (master): glsl: don' t run the GLSL pre-processor when we are skipping compilation

Timothy Arceri tarceri at kemper.freedesktop.org
Sat Apr 15 01:51:39 UTC 2017


Module: Mesa
Branch: master
Commit: 9f0dd85aa65b5eba783d6023b51deacd529cf918
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=9f0dd85aa65b5eba783d6023b51deacd529cf918

Author: Timothy Arceri <tarceri at itsqueeze.com>
Date:   Mon Apr 10 11:48:49 2017 +1000

glsl: don't run the GLSL pre-processor when we are skipping compilation

This moves the hashing of shader source for the cache lookup to before
the preprocessor.  In our experience, shaders are unlikely to hash the
same after preprocessing if they didn't hash the same before, so we can
skip preprocessing for cache hits.

Improves Deus Ex start-up times with a warm cache from ~30 seconds to
~22 seconds.

Also fixes the leaking of state.

V2: fix indentation

v3: add the value of MESA_EXTENSION_OVERRIDE to the hash of the shader.

Tested-by (v2): Grazvydas Ignotas <notasas at gmail.com>
Tested-by: Dieter Nützel <Dieter at nuetzel-hh.de>
Reviewed-by: Eric Anholt <eric at anholt.net>

---

 src/compiler/glsl/glsl_parser_extras.cpp | 19 ++++++++++---------
 src/compiler/glsl/shader_cache.cpp       | 10 ++++++++++
 2 files changed, 20 insertions(+), 9 deletions(-)

diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp
index ca74b559dc..eb12efff8a 100644
--- a/src/compiler/glsl/glsl_parser_extras.cpp
+++ b/src/compiler/glsl/glsl_parser_extras.cpp
@@ -2005,18 +2005,9 @@ void
 _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
                           bool dump_ast, bool dump_hir, bool force_recompile)
 {
-   struct _mesa_glsl_parse_state *state =
-      new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
    const char *source = force_recompile && shader->FallbackSource ?
       shader->FallbackSource : shader->Source;
 
-   if (ctx->Const.GenerateTemporaryNames)
-      (void) p_atomic_cmpxchg(&ir_variable::temporaries_allocate_names,
-                              false, true);
-
-   state->error = glcpp_preprocess(state, &source, &state->info_log,
-                             add_builtin_defines, state, ctx);
-
    if (!force_recompile) {
       if (ctx->Cache) {
          char buf[41];
@@ -2050,6 +2041,16 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
       }
    }
 
+   struct _mesa_glsl_parse_state *state =
+      new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
+
+   if (ctx->Const.GenerateTemporaryNames)
+      (void) p_atomic_cmpxchg(&ir_variable::temporaries_allocate_names,
+                              false, true);
+
+   state->error = glcpp_preprocess(state, &source, &state->info_log,
+                                   add_builtin_defines, state, ctx);
+
    if (!state->error) {
      _mesa_glsl_lexer_ctor(state, source);
      _mesa_glsl_parse(state);
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index e51fecd651..738e5488ac 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -1319,6 +1319,16 @@ shader_cache_read_program_metadata(struct gl_context *ctx,
                           ctx->API, ctx->Const.GLSLVersion,
                           ctx->Const.ForceGLSLVersion);
 
+   /* We run the preprocessor on shaders after hashing them, so we need to
+    * add any extension override vars to the hash. If we don't do this the
+    * preprocessor could result in different output and we could load the
+    * wrong shader.
+    */
+   char *ext_override = getenv("MESA_EXTENSION_OVERRIDE");
+   if (ext_override) {
+      ralloc_asprintf_append(&buf, "ext:%s", ext_override);
+   }
+
    /* DRI config options may also change the output from the compiler so
     * include them as an input to sha1 creation.
     */




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