From: Timothy Arceri Date: Thu, 9 Mar 2017 11:58:38 +0000 (+1100) Subject: glsl: don't recompile a shader on fallback unless needed X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=b607aad8e1a40c473176e31e11deaa26477c54c0;p=mesa.git glsl: don't recompile a shader on fallback unless needed 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 --- diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp index 59114a7a48b..776636c03c9 100644 --- a/src/compiler/glsl/glsl_parser_extras.cpp +++ b/src/compiler/glsl/glsl_parser_extras.cpp @@ -1952,6 +1952,13 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader, 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) {