Comment # 36
on bug 97879
from Silvan Jegen
(In reply to Marek Olšák from comment #35) > Well, it's unreal engine 3, so it doesn't surprise me that it compiles > shaders on demand. All UE3 games are affected in the same way. > > Possible solution 1: > - persistent shader cache on the disk > > Possible solution 2: > - convert shaders from TGSI to ISA in Mesa (we can use the LLVM assembler, > but we need good register allocation for TGSI) > - LLVM compilation should follow and be fully asynchronous > > Comments welcome. Is it save to assume that the amount of shaders to be compiled is what causes these stalls? I am not familiar enough with the problem space to be able to tell you which one would be better. According to the following quote (from further above) > Micael Bergeron 2016-09-27 16:07:38 UTC > I can reproduce this every time. > Using amdgpu-pro seems to fix the problem. amdgpu-pro doesn't seem to have this issue. Do we know what AMD does in its closed driver (persistent shader cache or something else)? Even if it works for AMD's closed driver it doesn't meant that the same approach would be feasible for the Open Source one of course.
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