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authorTimothy Arceri <[email protected]>2019-01-17 17:16:29 +1100
committerTimothy Arceri <[email protected]>2019-01-19 08:24:47 +1100
commit64b8c86d37ebb1e1d286c69d642d52b7bcf051d3 (patch)
tree3381bf22ae87a75b319dc22e8b241bfc334ee948 /src
parentc9d7b0f18425f7c5acabb7cec6b877d5ee112543 (diff)
glsl: be much more aggressive when skipping shader compilation
Currently we only add a cache key for a shader once it is linked. However games like Team Fortress 2 compile a whole bunch of shaders which are never actually linked. These compiled shaders can take up a bunch of memory. This patch changes things so that we add the key for the shader to the cache as soon as it is compiled. This means on a warm cache we can avoid the wasted memory from these shaders. Worst case scenario is we need to compile the shaders at link time but this can happen anyway if the shader has been evicted from the cache. Reduces memory use in Team Fortress 2 from 1.3GB -> 770MB on a warm cache from start up to the game menu. Acked-by: Marek Olšák <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/compiler/glsl/glsl_parser_extras.cpp9
-rw-r--r--src/compiler/glsl/shader_cache.cpp7
2 files changed, 10 insertions, 6 deletions
diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp
index 200df7759bb..655399a8128 100644
--- a/src/compiler/glsl/glsl_parser_extras.cpp
+++ b/src/compiler/glsl/glsl_parser_extras.cpp
@@ -2155,6 +2155,15 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
delete state->symbols;
ralloc_free(state);
+
+ if (ctx->Cache) {
+ char sha1_buf[41];
+ disk_cache_put_key(ctx->Cache, shader->sha1);
+ if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
+ _mesa_sha1_format(sha1_buf, shader->sha1);
+ fprintf(stderr, "marking shader: %s\n", sha1_buf);
+ }
+ }
}
} /* extern "C" */
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index 879511a9d7c..581098b88f0 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -121,20 +121,15 @@ shader_cache_write_program_metadata(struct gl_context *ctx,
if (!cache_item_metadata.keys)
goto fail;
- char sha1_buf[41];
for (unsigned i = 0; i < prog->NumShaders; i++) {
- disk_cache_put_key(cache, prog->Shaders[i]->sha1);
memcpy(cache_item_metadata.keys[i], prog->Shaders[i]->sha1,
sizeof(cache_key));
- if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
- _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
- fprintf(stderr, "marking shader: %s\n", sha1_buf);
- }
}
disk_cache_put(cache, prog->data->sha1, metadata.data, metadata.size,
&cache_item_metadata);
+ char sha1_buf[41];
if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
_mesa_sha1_format(sha1_buf, prog->data->sha1);
fprintf(stderr, "putting program metadata in cache: %s\n", sha1_buf);