[Mesa-dev] [PATCH 1/2] mesa: Don't validate IR trees on non-debug builds.
Eric Anholt
eric at anholt.net
Fri Mar 15 12:04:05 PDT 2013
This was taking 5% of CPU on TF2's load time.
---
src/mesa/program/ir_to_mesa.cpp | 4 ++++
1 file changed, 4 insertions(+)
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index 2cb5f02..ae9c0cd 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -3114,7 +3114,9 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
_mesa_ast_to_hir(shader->ir, state);
if (!state->error && !shader->ir->is_empty()) {
+#ifdef DEBUG
validate_ir_tree(shader->ir);
+#endif
/* Do some optimization at compile time to reduce shader IR size
* and reduce later work if the same shader is linked multiple times
@@ -3122,7 +3124,9 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
while (do_common_optimization(shader->ir, false, false, 32))
;
+#ifdef DEBUG
validate_ir_tree(shader->ir);
+#endif
}
shader->symbols = state->symbols;
--
1.7.10.4
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