I've done benchmarks and comparison between proprietary drivers and
Mesa, Mesa seems to be up to 200x slower compiling the same shader,
since i understand optimizing such part of code may take months or even
more, i have thought to solve it this way:
Upon calling glLinkProgram , an unoptimized version of the shader (
compiles much much faster ) is uploaded to the GPU
Then a separate thread is launched that will optimize the shader and as
soon it is done, on the next call to glUseProgram it will upload
optimized version in place of unoptimized one.
This will solve many performance issues and temporary freezes with games
that load/unload content while running, while not reducing performance
once the background optimization is done
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