Because we optimistically skip compiling shaders if we have seen them
before we may need to compile them later at link time if they haven't
yet been use in a specific combination to create a program.
Rather than always recompiling we take advantage of the
gl_compile_status enum introduced in the previous patch to only
compile when we have previously skipped compilation.
This helps with regressions in app start-up times on cold cache
runs, compared with no cache.
Deus Ex: Mankind Divided start-up times:
cache disabled: ~3m15s
cold cache master: ~4m23s
cold cache with this patch: ~3m33s
Acked-by: Marek Olšák <marek.olsak@amd.com>
shader->FallbackSource = NULL;
return;
}
+ } else {
+ /* We should only ever end up here if a re-compile has been forced by a
+ * shader cache miss. In which case we can skip the compile if its
+ * already be done by a previous fallback or the initial compile call.
+ */
+ if (shader->CompileStatus == compile_success)
+ return;
}
if (!state->error) {