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author | Timothy Arceri <[email protected]> | 2017-08-09 13:34:09 +1000 |
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committer | Timothy Arceri <[email protected]> | 2017-08-11 10:43:34 +1000 |
commit | d4f79e995f180239c5d14e8493de9aac5a9e6833 (patch) | |
tree | 39946f7f2d9ccfe6fa8e50681e23551804b9e568 /src/compiler/glsl/loop_unroll.cpp | |
parent | 26f4657c3f075045527c4568e8cbbaaa5d0b08e4 (diff) |
glsl: use ralloc_str_append() rather than ralloc_asprintf_rewrite_tail()
The Deus Ex: Mankind Divided shaders go from spending ~20 seconds
in the GLSL IR compilers front-end down to ~18.5 seconds on a
Ryzen 1800X.
Tested by compiling once with shader-db then deleting the index file
from the shader cache and compiling again.
v2:
- fix rebasing issue in v1
Reviewed-by: Thomas Helland <[email protected]>
Diffstat (limited to 'src/compiler/glsl/loop_unroll.cpp')
0 files changed, 0 insertions, 0 deletions