diff options
author | Timothy Arceri <[email protected]> | 2019-01-17 17:16:28 +1100 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2019-01-19 08:24:43 +1100 |
commit | c9d7b0f18425f7c5acabb7cec6b877d5ee112543 (patch) | |
tree | 2e4f1db8fc520dae6909248243a34e167d4ac2dc /src/compiler/glsl | |
parent | cd56d79b59f367ef0c52d76fc5d37ecc87d0e84b (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.cpp | 16 | ||||
-rw-r--r-- | src/compiler/glsl/shader_cache.cpp | 17 |
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; |