From: Timothy Arceri Date: Wed, 21 Aug 2019 06:13:07 +0000 (+1000) Subject: glsl: add can_skip_compile() helper X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=17df8f8b5d5491c1d70d35209f76966e1ccbe817;p=mesa.git glsl: add can_skip_compile() helper We will reuse this in the following commit. Reviewed-by: Witold Baryluk --- diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp index b1573460080..5f264321947 100644 --- a/src/compiler/glsl/glsl_parser_extras.cpp +++ b/src/compiler/glsl/glsl_parser_extras.cpp @@ -2108,13 +2108,10 @@ opt_shader_and_create_symbol_table(struct gl_context *ctx, shader->symbols); } -void -_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader, - bool dump_ast, bool dump_hir, bool force_recompile) +static bool +can_skip_compile(struct gl_context *ctx, struct gl_shader *shader, + const char *source, bool force_recompile) { - const char *source = force_recompile && shader->FallbackSource ? - shader->FallbackSource : shader->Source; - if (!force_recompile) { if (ctx->Cache) { char buf[41]; @@ -2130,19 +2127,32 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader, free((void *)shader->FallbackSource); shader->FallbackSource = NULL; - return; + return true; } } } 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. + * already been done by a previous fallback or the initial compile call. */ if (shader->CompileStatus == COMPILE_SUCCESS) - return; + return true; } - struct _mesa_glsl_parse_state *state = + return false; +} + +void +_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader, + bool dump_ast, bool dump_hir, bool force_recompile) +{ + const char *source = force_recompile && shader->FallbackSource ? + shader->FallbackSource : shader->Source; + + if (can_skip_compile(ctx, shader, source, force_recompile)) + return; + + struct _mesa_glsl_parse_state *state = new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader); if (ctx->Const.GenerateTemporaryNames)