glsl: stop cloning builtin fuctions _mesa_glsl_find_builtin_function()
The cloning was introduced in f81ede4699
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 <Dieter@nuetzel-hh.de>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
@@ -6291,16 +6291,7 @@ _mesa_glsl_find_builtin_function(_mesa_glsl_parse_state *state,
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s = builtins.find(state, name, actual_parameters);
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mtx_unlock(&builtins_lock);
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if (s == NULL)
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return NULL;
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struct hash_table *ht =
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_mesa_hash_table_create(NULL, _mesa_hash_pointer, _mesa_key_pointer_equal);
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void *mem_ctx = state;
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ir_function *f = s->function()->clone(mem_ctx, ht);
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_mesa_hash_table_destroy(ht, NULL);
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return f->matching_signature(state, actual_parameters, true);
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return s;
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}
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bool
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