Commit c9d7b0f1 authored by Timothy Arceri's avatar Timothy Arceri

glsl: don't skip GLSL IR opts on first-time compiles

This basically reverts c2bc0aa7.

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 commit
c2bc0aa7. However currently 32bit games like Team Fortress 2
can run out of memory on low memory systems, so that seems more
important.
Reviewed-by: default avatarMarek Olšák <marek.olsak@amd.com>
parent cd56d79b
......@@ -2090,14 +2090,6 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
*/
if (shader->CompileStatus == COMPILE_SUCCESS)
return;
if (shader->CompileStatus == COMPILED_NO_OPTS) {
opt_shader_and_create_symbol_table(ctx,
NULL, /* source_symbols */
shader);
shader->CompileStatus = COMPILE_SUCCESS;
return;
}
}
struct _mesa_glsl_parse_state *state =
......@@ -2153,13 +2145,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
if (!state->error && !shader->ir->is_empty()) {
assign_subroutine_indexes(state);
lower_subroutine(shader->ir, state);
if (!ctx->Cache || force_recompile)
opt_shader_and_create_symbol_table(ctx, state->symbols, shader);
else {
reparent_ir(shader->ir, shader->ir);
shader->CompileStatus = COMPILED_NO_OPTS;
}
opt_shader_and_create_symbol_table(ctx, state->symbols, shader);
}
if (!force_recompile) {
......
......@@ -264,23 +264,6 @@ shader_cache_read_program_metadata(struct gl_context *ctx,
/* This is used to flag a shader retrieved from cache */
prog->data->LinkStatus = LINKING_SKIPPED;
/* Since the program load was successful, CompileStatus of all shaders at
* this point should normally be compile_skipped. However because of how
* the eviction works, it may happen that some of the individual shader keys
* have been evicted, resulting in unnecessary recompiles on this load, so
* mark them again to skip such recompiles next time.
*/
char sha1_buf[41];
for (unsigned i = 0; i < prog->NumShaders; i++) {
if (prog->Shaders[i]->CompileStatus == COMPILED_NO_OPTS) {
disk_cache_put_key(cache, prog->Shaders[i]->sha1);
if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
_mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
fprintf(stderr, "re-marking shader: %s\n", sha1_buf);
}
}
}
free (buffer);
return true;
......
......@@ -2576,8 +2576,7 @@ enum gl_compile_status
{
COMPILE_FAILURE = 0,
COMPILE_SUCCESS,
COMPILE_SKIPPED,
COMPILED_NO_OPTS
COMPILE_SKIPPED
};
/**
......
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