Tiziano Bacocco <tiziano at tizbac.dyndns.org> 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. -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 197 bytes Desc: not available URL: <http://lists.freedesktop.org/archives/dri-devel/attachments/20120709/0b21e4c7/attachment.pgp>