From e43ab7bb05857461609ed2bd43703eb272a3ebe1 Mon Sep 17 00:00:00 2001 From: Timothy Arceri Date: Fri, 5 Jun 2020 13:57:40 +1000 Subject: [PATCH] glsl: fix potential slow compile times for GLSLOptimizeConservatively MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit See code comment for full description of the change. Fixes: 0a5018c1a483 ("mesa: add gl_constants::GLSLOptimizeConservatively") Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3034 Tested-by: Witold Baryluk Reviewed-by: Marek Olšák Part-of: --- src/compiler/glsl/glsl_parser_extras.cpp | 15 ++++++++++++++- 1 file changed, 14 insertions(+), 1 deletion(-) diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp index c0f116b8fb4..e5c9f83e63a 100644 --- a/src/compiler/glsl/glsl_parser_extras.cpp +++ b/src/compiler/glsl/glsl_parser_extras.cpp @@ -2361,7 +2361,20 @@ do_common_optimization(exec_list *ir, bool linked, OPT(lower_vector_insert, ir, false); OPT(optimize_swizzles, ir); - OPT(optimize_split_arrays, ir, linked); + /* Some drivers only call do_common_optimization() once rather than in a + * loop, and split arrays causes each element of a constant array to + * dereference is own copy of the entire array initilizer. This IR is not + * something that can be generated manually in a shader and is not + * accounted for by NIR optimisations, the result is an exponential slow + * down in compilation speed as a constant arrays element count grows. To + * avoid that here we make sure to always clean up the mess split arrays + * causes to constant arrays. + */ + bool array_split = optimize_split_arrays(ir, linked); + if (array_split) + do_constant_propagation(ir); + progress |= array_split; + OPT(optimize_redundant_jumps, ir); if (options->MaxUnrollIterations) { -- 2.30.2