Hi,

On 01.06.2016 16:50, Erik Faye-Lund wrote:
On Wed, Jun 1, 2016 at 3:02 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote:
On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák <mar...@gmail.com> wrote:
I'll let you figure it out by yourself.

Why would you withhold information if you already have it? Are you a
"bad person" or something?

The problem has been described in countless threads on this mailing
list, but I'll repeat it:

The vast majority of applications/games does glCompileShader()
immediately followed by glGetShaderiv(GL_COMPILE_STATUS), which would
force stalling for the result, leading to no improvement.

And the solution to the problem is shader cache, for which there's a (large) patch series on the list.

Most of the time in shader compiling goes to the linking stage (many of the optimizations are done at that stage).


        - Eero

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