Overwhelming majority of shaders don't use line continuations. In my shader-db only shaders from the Talos Principle and Serious Sam used them, less than 1% out of all shaders. Optimize for this case, don't do any copying if no line continuation was found. --- src/compiler/glsl/glcpp/pp.c | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-)
diff --git a/src/compiler/glsl/glcpp/pp.c b/src/compiler/glsl/glcpp/pp.c index af4ec93..c196868 100644 --- a/src/compiler/glsl/glcpp/pp.c +++ b/src/compiler/glsl/glcpp/pp.c @@ -236,6 +236,12 @@ remove_line_continuations(glcpp_parser_t *ctx, const char *shader) int collapsed_newlines = 0; int separator_len; + backslash = strchr(shader, '\\'); + + /* No line continuations were found in this shader, our job is done */ + if (backslash == NULL) + return (char *) shader; + sb.capacity = 4096 - RALLOC_OVERHEAD; sb.buf = ralloc_size(ctx, sb.capacity); sb.length = 0; @@ -281,8 +287,6 @@ remove_line_continuations(glcpp_parser_t *ctx, const char *shader) separator_len = strlen(newline_separator); while (true) { - backslash = strchr(search_start, '\\'); - /* If we have previously collapsed any line-continuations, * then we want to insert additional newlines at the next * occurrence of a newline character to avoid changing any @@ -331,6 +335,8 @@ remove_line_continuations(glcpp_parser_t *ctx, const char *shader) shader = skip_newline (backslash + 1); search_start = shader; } + + backslash = strchr(search_start, '\\'); } glcpp_append(ctx, &sb, shader); -- 2.7.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev