Commit: fb5a57ab97279728b6a44641ea72d340058057db
Author: Brecht Van Lommel
Date:   Wed Apr 4 11:13:13 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBfb5a57ab97279728b6a44641ea72d340058057db

Fix part of T53497: Eevee stuttering on macOS for the first few seconds of 
usage.

The problem was that textures were assigned to different slots on different draw
calls, which caused shader specialization/patching by the driver. So the shader
would be compiled over and over until all possible assignments were used.

===================================================================

M       source/blender/draw/intern/draw_manager_data.c
M       source/blender/draw/intern/draw_manager_exec.c

===================================================================

diff --git a/source/blender/draw/intern/draw_manager_data.c 
b/source/blender/draw/intern/draw_manager_data.c
index b09e45e90f7..23e339bcd8f 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -82,7 +82,24 @@ static void drw_shgroup_uniform_create_ex(DRWShadingGroup 
*shgroup, int loc,
        uni->length = length;
        uni->arraysize = arraysize;
 
-       BLI_LINKS_PREPEND(shgroup->uniforms, uni);
+       /* Insert into list sorted by location so that slots are consistenly 
assigned
+        * for different draw calls, to avoid shader specialization/patching by 
the driver. */
+       DRWUniform *next = shgroup->uniforms;
+       DRWUniform *prev = NULL;
+
+       while (next && loc > next->location) {
+               prev = next;
+               next = next->next;
+       }
+
+       if (prev) {
+               prev->next = uni;
+       }
+       else {
+               shgroup->uniforms = uni;
+       }
+
+       uni->next = next;
 }
 
 static void drw_shgroup_builtin_uniform(
diff --git a/source/blender/draw/intern/draw_manager_exec.c 
b/source/blender/draw/intern/draw_manager_exec.c
index 58cd6ce44c6..e69a1026815 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -861,6 +861,10 @@ static void release_texture_slots(bool with_persist)
                                DST.RST.bound_tex_slots[i] = BIND_NONE;
                }
        }
+
+       /* Reset so that slots are consistenly assigned for different shader
+        * draw calls, to avoid shader specialization/patching by the driver. */
+       DST.RST.bind_tex_inc = 0;
 }
 
 static void release_ubo_slots(bool with_persist)
@@ -874,6 +878,10 @@ static void release_ubo_slots(bool with_persist)
                                DST.RST.bound_ubo_slots[i] = BIND_NONE;
                }
        }
+
+       /* Reset so that slots are consistenly assigned for different shader
+        * draw calls, to avoid shader specialization/patching by the driver. */
+       DST.RST.bind_ubo_inc = 0;
 }
 
 static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)

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