glsl: don't skip GLSL IR opts on first-time compiles
This basically revertsc2bc0aa7b1
. 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 commitc2bc0aa7b1
. 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 <marek.olsak@amd.com>
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@@ -2090,14 +2090,6 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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*/
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if (shader->CompileStatus == COMPILE_SUCCESS)
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return;
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if (shader->CompileStatus == COMPILED_NO_OPTS) {
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opt_shader_and_create_symbol_table(ctx,
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NULL, /* source_symbols */
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shader);
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shader->CompileStatus = COMPILE_SUCCESS;
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return;
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}
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}
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struct _mesa_glsl_parse_state *state =
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@@ -2153,13 +2145,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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if (!state->error && !shader->ir->is_empty()) {
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assign_subroutine_indexes(state);
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lower_subroutine(shader->ir, state);
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if (!ctx->Cache || force_recompile)
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opt_shader_and_create_symbol_table(ctx, state->symbols, shader);
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else {
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reparent_ir(shader->ir, shader->ir);
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shader->CompileStatus = COMPILED_NO_OPTS;
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}
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opt_shader_and_create_symbol_table(ctx, state->symbols, shader);
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}
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if (!force_recompile) {
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@@ -264,23 +264,6 @@ shader_cache_read_program_metadata(struct gl_context *ctx,
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/* This is used to flag a shader retrieved from cache */
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prog->data->LinkStatus = LINKING_SKIPPED;
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/* Since the program load was successful, CompileStatus of all shaders at
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* this point should normally be compile_skipped. However because of how
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* the eviction works, it may happen that some of the individual shader keys
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* have been evicted, resulting in unnecessary recompiles on this load, so
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* mark them again to skip such recompiles next time.
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*/
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char sha1_buf[41];
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for (unsigned i = 0; i < prog->NumShaders; i++) {
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if (prog->Shaders[i]->CompileStatus == COMPILED_NO_OPTS) {
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disk_cache_put_key(cache, prog->Shaders[i]->sha1);
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if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
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_mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
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fprintf(stderr, "re-marking shader: %s\n", sha1_buf);
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}
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}
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}
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free (buffer);
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return true;
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