[Mesa-dev] [PATCH V3 2/2] glsl: don't run the GLSL pre-processor when we are skipping compilation
Timothy Arceri
tarceri at itsqueeze.com
Mon Apr 10 01:48:49 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
v3: add the value of MESA_EXTENSION_OVERRIDE to the hash of the shader.
Tested-by (v2): Grazvydas Ignotas <notasas at gmail.com>
---
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 ca74b55..eb12eff 100644
--- a/src/compiler/glsl/glsl_parser_extras.cpp
+++ b/src/compiler/glsl/glsl_parser_extras.cpp
@@ -1998,32 +1998,23 @@ 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);
@@ -2043,20 +2034,30 @@ _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();
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index e51fecd..738e548 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -1312,20 +1312,30 @@ shader_cache_read_program_metadata(struct gl_context *ctx,
prog->SeparateShader ? "T" : "F");
/* A shader might end up producing different output depending on the glsl
* version supported by the compiler. For example a different path might be
* taken by the preprocessor, so add the version to the hash input.
*/
ralloc_asprintf_append(&buf, "api: %d glsl: %d fglsl: %d\n",
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.
*/
char sha1buf[41];
_mesa_sha1_format(sha1buf, ctx->Const.dri_config_options_sha1);
ralloc_strcat(&buf, sha1buf);
for (unsigned i = 0; i < prog->NumShaders; i++) {
struct gl_shader *sh = prog->Shaders[i];
_mesa_sha1_format(sha1buf, sh->sha1);
--
2.9.3
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