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authorTimothy Arceri <[email protected]>2017-08-09 13:34:07 +1000
committerTimothy Arceri <[email protected]>2017-08-11 15:44:15 +1000
commit9d41ec21826b1c19da69a183b3c0ce535bfd7b10 (patch)
treed4033f866db74362976588119aca1ba18a3ea0d0 /src/compiler
parent77f5221233ea427b622af46831feed438e0dd59e (diff)
glsl: stop cloning builtin fuctions _mesa_glsl_find_builtin_function()
The cloning was introduced in f81ede469910d to fix a problem with shaders including IR that was owned by builtins. However the approach of cloning the whole function each time we reference a builtin lead to a significant reduction in the GLSL IR compilers performance. The previous patch fixes the ownership problem in a more precise way. So we can now remove this cloning. Testing on a Ryzen 7 1800X shows a ~15% decreases in compiling the Deus Ex: Mankind Divided shaders on radeonsi (which take 5min+ on some machines). Looking just at the GLSL IR compiler the speed up is ~40%. Tested-by: Dieter Nützel <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
Diffstat (limited to 'src/compiler')
-rw-r--r--src/compiler/glsl/builtin_functions.cpp11
1 files changed, 1 insertions, 10 deletions
diff --git a/src/compiler/glsl/builtin_functions.cpp b/src/compiler/glsl/builtin_functions.cpp
index a63f545b791..9df9671f137 100644
--- a/src/compiler/glsl/builtin_functions.cpp
+++ b/src/compiler/glsl/builtin_functions.cpp
@@ -6291,16 +6291,7 @@ _mesa_glsl_find_builtin_function(_mesa_glsl_parse_state *state,
s = builtins.find(state, name, actual_parameters);
mtx_unlock(&builtins_lock);
- if (s == NULL)
- return NULL;
-
- struct hash_table *ht =
- _mesa_hash_table_create(NULL, _mesa_hash_pointer, _mesa_key_pointer_equal);
- void *mem_ctx = state;
- ir_function *f = s->function()->clone(mem_ctx, ht);
- _mesa_hash_table_destroy(ht, NULL);
-
- return f->matching_signature(state, actual_parameters, true);
+ return s;
}
bool