[Mesa-dev] [PATCH 3/3] glsl: don't run the GLSL pre-processor when we are skipping compilation
Matt Turner
mattst88 at gmail.com
Mon Mar 27 04:26:18 UTC 2017
On Sun, Mar 26, 2017 at 8:14 PM, Timothy Arceri <tarceri at itsqueeze.com> wrote:
> Improves Deus Ex start-up times from ~30 seconds to ~22 seconds.
>
> Also fixes the leaking of state.
> ---
> 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 7fc35df..23fd6a8 100644
> --- a/src/compiler/glsl/glsl_parser_extras.cpp
> +++ b/src/compiler/glsl/glsl_parser_extras.cpp
> @@ -1999,32 +1999,23 @@ 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);
> @@ -2044,20 +2035,30 @@ _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);
Please fix the indentation while we're moving the line.
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