Re: [Mesa-dev] [PATCH 8/8] glsl: use ralloc_str_append() rather than ralloc_asprintf_rewrite_tail()

2017-08-09 Thread Thomas Helland
This is a nice stopgap until I get the time to finish the stringbuffer tests and get that stuff merged. I think it should get us most of the way there, which your numbers suggest. Patch 7 and patch 8 are: Reviewed-by: Thomas Helland 2017-08-09 5:34 GMT+02:00 Timothy

[Mesa-dev] [PATCH 8/8] glsl: use ralloc_str_append() rather than ralloc_asprintf_rewrite_tail()

2017-08-08 Thread Timothy Arceri
The Deus Ex: Mankind Divided shaders go from spending ~20 seconds in the GLSL IR compilers front-end down to ~18.5 seconds on a Ryzen 1800X. Tested by compiling once with shader-db then deleting the index file from the shader cache and compiling again. v2: - fix rebasing issue in v1 ---

Re: [Mesa-dev] [PATCH 8/8] glsl: use ralloc_str_append() rather than ralloc_asprintf_rewrite_tail()

2017-08-08 Thread Thomas Helland
2017-08-07 2:18 GMT+00:00 Timothy Arceri : > The Deus Ex: Mankind Divided shaders go from spending ~20 seconds > in the GLSL IR compilers front-end down to ~18.5 seconds on a > Ryzen 1800X. > > Tested by compiling once with shader-db then deleting the index file > from the

[Mesa-dev] [PATCH 8/8] glsl: use ralloc_str_append() rather than ralloc_asprintf_rewrite_tail()

2017-08-06 Thread Timothy Arceri
The Deus Ex: Mankind Divided shaders go from spending ~20 seconds in the GLSL IR compilers front-end down to ~18.5 seconds on a Ryzen 1800X. Tested by compiling once with shader-db then deleting the index file from the shader cache and compiling again. --- src/compiler/glsl/glcpp/glcpp-parse.y |