Comment # 30
on bug 97879
from Michel Dänzer
(In reply to Eero Tamminen from comment #20) > Apitrace's own CPU overhead is so high that it's not very good for > identifying CPU bottlenecks. That may be true in general, but taking a CPU profile while replaying the referenced apitrace clearly shows that most of the CPU cycles during the startup phase are spent in the GLSL compiler frontend code for me. Can't you reproduce that? Anyway, it looks like there may be at least one other, not shader compilation related, issue at play here. But that doesn't mean nothing can be done about the shader compilation issue.
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