The cloning was introduced in f81ede469910d to fixed a problem with
shaders including IR that was owned by builtins.

However the approach of cloning the whole function each time we
reference a builtin lead to a significant reduction in the GLSL
IR compilers performance.

The previous patch fixes the ownership problem in a more precise
way. So we can now remove this cloning.

Testing on a Ryzan 7 1800X shows a ~15% decreases in compiling the
Deus Ex: Mankind Divided shaders on radeonsi (which take 5min+ on
some machines). Looking just at the GLSL IR compiler the speed up
is ~40%.

Cc: Kenneth Graunke <kenn...@whitecape.org>
Cc: Lionel Landwerlin <lionel.g.landwer...@intel.com>
---
 src/compiler/glsl/builtin_functions.cpp | 11 +----------
 1 file changed, 1 insertion(+), 10 deletions(-)

diff --git a/src/compiler/glsl/builtin_functions.cpp 
b/src/compiler/glsl/builtin_functions.cpp
index 84833bdd7d..1393087cc6 100644
--- a/src/compiler/glsl/builtin_functions.cpp
+++ b/src/compiler/glsl/builtin_functions.cpp
@@ -6207,30 +6207,21 @@ _mesa_glsl_release_builtin_functions()
 
 ir_function_signature *
 _mesa_glsl_find_builtin_function(_mesa_glsl_parse_state *state,
                                  const char *name, exec_list 
*actual_parameters)
 {
    ir_function_signature *s;
    mtx_lock(&builtins_lock);
    s = builtins.find(state, name, actual_parameters);
    mtx_unlock(&builtins_lock);
 
-   if (s == NULL)
-      return NULL;
-
-   struct hash_table *ht =
-      _mesa_hash_table_create(NULL, _mesa_hash_pointer, 
_mesa_key_pointer_equal);
-   void *mem_ctx = state;
-   ir_function *f = s->function()->clone(mem_ctx, ht);
-   _mesa_hash_table_destroy(ht, NULL);
-
-   return f->matching_signature(state, actual_parameters, true);
+   return s;
 }
 
 bool
 _mesa_glsl_has_builtin_function(_mesa_glsl_parse_state *state, const char 
*name)
 {
    ir_function *f;
    bool ret = false;
    mtx_lock(&builtins_lock);
    f = builtins.shader->symbols->get_function(name);
    if (f != NULL) {
-- 
2.13.3

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