Tiziano Bacocco <tiziano@xxxxxxxxxxxxxxxxx> writes: > 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 Yeah, we've thought of this, and it would take some work. Sounds like a fun project for someone.
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