From: Timothy Arceri Date: Wed, 21 Aug 2019 06:14:02 +0000 (+1000) Subject: glsl: delay compilation skip if shader contains an include X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=db5197cec54e7926211acef2ff3b40344f01b4f9;p=mesa.git glsl: delay compilation skip if shader contains an include If the shader contains an include when need to first run the preprocessor before deciding if we can skip compilation based on the shader cache. Reviewed-by: Witold Baryluk --- diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp index 5f264321947..e9ef5b56d8b 100644 --- a/src/compiler/glsl/glsl_parser_extras.cpp +++ b/src/compiler/glsl/glsl_parser_extras.cpp @@ -2110,7 +2110,8 @@ opt_shader_and_create_symbol_table(struct gl_context *ctx, static bool can_skip_compile(struct gl_context *ctx, struct gl_shader *shader, - const char *source, bool force_recompile) + const char *source, bool force_recompile, + bool source_has_shader_include) { if (!force_recompile) { if (ctx->Cache) { @@ -2126,7 +2127,13 @@ can_skip_compile(struct gl_context *ctx, struct gl_shader *shader, shader->CompileStatus = COMPILE_SKIPPED; free((void *)shader->FallbackSource); - shader->FallbackSource = NULL; + + /* Copy pre-processed shader include to fallback source otherwise + * we have no guarantee the shader include source tree has not + * changed. + */ + shader->FallbackSource = source_has_shader_include ? + strdup(source) : NULL; return true; } } @@ -2149,7 +2156,19 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader, const char *source = force_recompile && shader->FallbackSource ? shader->FallbackSource : shader->Source; - if (can_skip_compile(ctx, shader, source, force_recompile)) + /* Note this will be true for shaders the have #include inside comments + * however that should be rare enough not to worry about. + */ + bool source_has_shader_include = + strstr(source, "#include") == NULL ? false : true; + + /* If there was no shader include we can check the shader cache and skip + * compilation before we run the preprocessor. We never skip compiling + * shaders that use ARB_shading_language_include because we would need to + * keep duplicate copies of the shader include source tree and paths. + */ + if (!source_has_shader_include && + can_skip_compile(ctx, shader, source, force_recompile, false)) return; struct _mesa_glsl_parse_state *state = @@ -2159,8 +2178,18 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader, (void) p_atomic_cmpxchg(&ir_variable::temporaries_allocate_names, false, true); - state->error = glcpp_preprocess(state, &source, &state->info_log, - add_builtin_defines, state, ctx); + if (!source_has_shader_include || !force_recompile) { + state->error = glcpp_preprocess(state, &source, &state->info_log, + add_builtin_defines, state, ctx); + } + + /* Now that we have run the preprocessor we can check the shader cache and + * skip compilation if possible for those shaders that contained a shader + * include. + */ + if (source_has_shader_include && + can_skip_compile(ctx, shader, source, force_recompile, true)) + return; if (!state->error) { _mesa_glsl_lexer_ctor(state, source); @@ -2210,7 +2239,12 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader, if (!force_recompile) { free((void *)shader->FallbackSource); - shader->FallbackSource = NULL; + + /* Copy pre-processed shader include to fallback source otherwise we + * have no guarantee the shader include source tree has not changed. + */ + shader->FallbackSource = source_has_shader_include ? + strdup(source) : NULL; } delete state->symbols;