[Mesa-dev] [PATCH 3/3] glsl: don't run the GLSL pre-processor when we are skipping compilation

Timothy Arceri tarceri at itsqueeze.com
Wed Apr 5 03:56:19 UTC 2017


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

Tested-by: Grazvydas Ignotas <notasas at gmail.com>
---
 src/compiler/glsl/glsl_parser_extras.cpp | 19 ++++++++++---------
 1 file changed, 10 insertions(+), 9 deletions(-)

diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp
index ec7860d0..01037d4 100644
--- a/src/compiler/glsl/glsl_parser_extras.cpp
+++ b/src/compiler/glsl/glsl_parser_extras.cpp
@@ -1997,32 +1997,23 @@ opt_shader_and_create_symbol_table(struct gl_context *ctx,
       }
    }
 
    _mesa_glsl_initialize_derived_variables(ctx, shader);
 }
 
 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];
          disk_cache_compute_key(ctx->Cache, source, strlen(source),
                                 shader->sha1);
          if (disk_cache_has_key(ctx->Cache, shader->sha1)) {
             /* We've seen this shader before and know it compiles */
             if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
                _mesa_sha1_format(buf, shader->sha1);
                fprintf(stderr, "deferring compile of shader: %s\n", buf);
@@ -2042,20 +2033,30 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
       if (shader->CompileStatus == compile_success)
          return;
 
       if (shader->CompileStatus == compiled_no_opts) {
          opt_shader_and_create_symbol_table(ctx, shader);
          shader->CompileStatus = compile_success;
          return;
       }
    }
 
+   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);
      _mesa_glsl_lexer_dtor(state);
      do_late_parsing_checks(state);
    }
 
    if (dump_ast) {
       foreach_list_typed(ast_node, ast, link, &state->translation_unit) {
          ast->print();
-- 
2.9.3



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