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authorTimothy Arceri <[email protected]>2019-01-17 17:16:28 +1100
committerTimothy Arceri <[email protected]>2019-01-19 08:24:43 +1100
commitc9d7b0f18425f7c5acabb7cec6b877d5ee112543 (patch)
tree2e4f1db8fc520dae6909248243a34e167d4ac2dc /src/compiler/glsl
parentcd56d79b59f367ef0c52d76fc5d37ecc87d0e84b (diff)
glsl: don't skip GLSL IR opts on first-time compiles
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. Reviewed-by: Marek Olšák <[email protected]>
Diffstat (limited to 'src/compiler/glsl')
-rw-r--r--src/compiler/glsl/glsl_parser_extras.cpp16
-rw-r--r--src/compiler/glsl/shader_cache.cpp17
2 files changed, 1 insertions, 32 deletions
diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp
index 2048a7f9006..200df7759bb 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 31d0aa62966..879511a9d7c 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;