Hi,

Attached patch - or alternatively, this github commit:
http://github.com/aras-p/glsl-optimizer/commit/cb5b9ad7b439eddaedc54147f41727a661d11b21
-
fixes GLSL2 performance problems after many shaders are processed.

When constructing builtin functions, they are put into global memory pool
(once), and their prototypes cloned into current shader. However, the cloned
prototype variables were still using the global memory pool, which then
makes talloc_parent's O(N) complexity really visible after a while.


-- 
Aras Pranckevičius
work: http://unity3d.com
home: http://aras-p.info

Attachment: 0001-import_prototypes-do-not-put-all-cloned-params-into-.patch
Description: Binary data

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