diff options
author | Timothy Arceri <[email protected]> | 2017-03-09 22:58:38 +1100 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2017-03-12 17:26:08 +1100 |
commit | b607aad8e1a40c473176e31e11deaa26477c54c0 (patch) | |
tree | fb061d871fbf6ee4542fd5c05ce24a359bed801c /src/compiler | |
parent | bfa95997c4ecf74a329a047359d5e8d1217da49b (diff) |
glsl: don't recompile a shader on fallback unless needed
Because we optimistically skip compiling shaders if we have seen them
before we may need to compile them later at link time if they haven't
yet been use in a specific combination to create a program.
Rather than always recompiling we take advantage of the
gl_compile_status enum introduced in the previous patch to only
compile when we have previously skipped compilation.
This helps with regressions in app start-up times on cold cache
runs, compared with no cache.
Deus Ex: Mankind Divided start-up times:
cache disabled: ~3m15s
cold cache master: ~4m23s
cold cache with this patch: ~3m33s
Acked-by: Marek Olšák <[email protected]>
Diffstat (limited to 'src/compiler')
-rw-r--r-- | src/compiler/glsl/glsl_parser_extras.cpp | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp index 59114a7a48b..776636c03c9 100644 --- a/src/compiler/glsl/glsl_parser_extras.cpp +++ b/src/compiler/glsl/glsl_parser_extras.cpp @@ -1952,6 +1952,13 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader, shader->FallbackSource = NULL; return; } + } else { + /* We should only ever end up here if a re-compile has been forced by a + * shader cache miss. In which case we can skip the compile if its + * already be done by a previous fallback or the initial compile call. + */ + if (shader->CompileStatus == compile_success) + return; } if (!state->error) { |