glcpp: Skip unnecessary line continuations removal

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.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Vladislav Egorov 2017-05-21 22:49:17 +02:00 committed by Timothy Arceri
parent b8e792ee25
commit 4a47247523
1 changed files with 8 additions and 2 deletions

View File

@ -117,6 +117,12 @@ remove_line_continuations(glcpp_parser_t *ctx, const char *shader)
char newline_separator[3];
int collapsed_newlines = 0;
backslash = strchr(shader, '\\');
/* No line continuations were found in this shader, our job is done */
if (backslash == NULL)
return (char *) shader;
search_start = shader;
/* Determine what flavor of newlines this shader is using. GLSL
@ -157,8 +163,6 @@ remove_line_continuations(glcpp_parser_t *ctx, const char *shader)
}
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
@ -204,6 +208,8 @@ remove_line_continuations(glcpp_parser_t *ctx, const char *shader)
shader = skip_newline (backslash + 1);
search_start = shader;
}
backslash = strchr(search_start, '\\');
}
ralloc_strcat(&clean, shader);