[Mesa-dev] [PATCH 1/2] glsl: don't skip GLSL IR opts on first-time compiles

Timothy Arceri tarceri at itsqueeze.com
Thu Jan 17 06:16:28 UTC 2019


This basically reverts c2bc0aa7b188.

By running the opts we reduce  memory using in Team Fortress 2
from 1.5GB -> 1.3GB from start-up to game menu.

This will likely increase Deus Ex start up times as per commit
c2bc0aa7b188. However currently 32bit games like Team Fortress 2
can run out of memory on low memory systems, so that seems more
important.
---
 src/compiler/glsl/glsl_parser_extras.cpp | 16 +---------------
 src/compiler/glsl/shader_cache.cpp       | 17 -----------------
 src/mesa/main/mtypes.h                   |  3 +--
 3 files changed, 2 insertions(+), 34 deletions(-)

diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp
index 2048a7f900..200df7759b 100644
--- a/src/compiler/glsl/glsl_parser_extras.cpp
+++ b/src/compiler/glsl/glsl_parser_extras.cpp
@@ -2090,14 +2090,6 @@ _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,
-                                            NULL, /* source_symbols */
-                                            shader);
-         shader->CompileStatus = COMPILE_SUCCESS;
-         return;
-      }
    }
 
    struct _mesa_glsl_parse_state *state =
@@ -2153,13 +2145,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
    if (!state->error && !shader->ir->is_empty()) {
       assign_subroutine_indexes(state);
       lower_subroutine(shader->ir, state);
-
-      if (!ctx->Cache || force_recompile)
-         opt_shader_and_create_symbol_table(ctx, state->symbols, shader);
-      else {
-         reparent_ir(shader->ir, shader->ir);
-         shader->CompileStatus = COMPILED_NO_OPTS;
-      }
+      opt_shader_and_create_symbol_table(ctx, state->symbols, shader);
    }
 
    if (!force_recompile) {
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index 31d0aa6296..879511a9d7 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -264,23 +264,6 @@ shader_cache_read_program_metadata(struct gl_context *ctx,
    /* This is used to flag a shader retrieved from cache */
    prog->data->LinkStatus = LINKING_SKIPPED;
 
-   /* Since the program load was successful, CompileStatus of all shaders at
-    * this point should normally be compile_skipped. However because of how
-    * the eviction works, it may happen that some of the individual shader keys
-    * have been evicted, resulting in unnecessary recompiles on this load, so
-    * mark them again to skip such recompiles next time.
-    */
-   char sha1_buf[41];
-   for (unsigned i = 0; i < prog->NumShaders; i++) {
-      if (prog->Shaders[i]->CompileStatus == COMPILED_NO_OPTS) {
-         disk_cache_put_key(cache, prog->Shaders[i]->sha1);
-         if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
-            _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
-            fprintf(stderr, "re-marking shader: %s\n", sha1_buf);
-         }
-      }
-   }
-
    free (buffer);
 
    return true;
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 241c2b92f7..0fdeba4732 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2576,8 +2576,7 @@ enum gl_compile_status
 {
    COMPILE_FAILURE = 0,
    COMPILE_SUCCESS,
-   COMPILE_SKIPPED,
-   COMPILED_NO_OPTS
+   COMPILE_SKIPPED
 };
 
 /**
-- 
2.20.1



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