Presumably there needs to be a api-level mechanism to wait for the background optimization to finish, so that piglit etc can validate the behavior of the optimized shader? -- Chris On Tue, Jul 10, 2012 at 5:17 AM, Eric Anholt <eric@xxxxxxxxxx> wrote: > 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. > > _______________________________________________ > dri-devel mailing list > dri-devel@xxxxxxxxxxxxxxxxxxxxx > http://lists.freedesktop.org/mailman/listinfo/dri-devel > _______________________________________________ dri-devel mailing list dri-devel@xxxxxxxxxxxxxxxxxxxxx http://lists.freedesktop.org/mailman/listinfo/dri-devel