The cloning was introduced in
f81ede469910d 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>
s = builtins.find(state, name, actual_parameters);
mtx_unlock(&builtins_lock);
- if (s == NULL)
- return NULL;
-
- struct hash_table *ht =
- _mesa_hash_table_create(NULL, _mesa_hash_pointer, _mesa_key_pointer_equal);
- void *mem_ctx = state;
- ir_function *f = s->function()->clone(mem_ctx, ht);
- _mesa_hash_table_destroy(ht, NULL);
-
- return f->matching_signature(state, actual_parameters, true);
+ return s;
}
bool