On Wed, Jun 1, 2016 at 7:07 PM, Marek Olšák <mar...@gmail.com> wrote: > On Wed, Jun 1, 2016 at 6:06 PM, ⚛ <0xe2.0x9a.0...@gmail.com> wrote: >> On Wed, Jun 1, 2016 at 3:53 PM, Marek Olšák <mar...@gmail.com> wrote: >>> Because of external factors you can't predict, your driver suddenly >>> receives a bunch of shaders that take 2000 ms to compile right before >>> a draw call. Your budget is 16 ms per frame to get 30 fps, but you >>> can't render the frame if you don't compile those shaders. The problem >>> is how to fit the compilation that takes 2000 ms and is required >>> render the frame into 16 ms. Can you see where I'm going? >> >> I don't understand why transforming parts of shader compilation into >> asynchronous code isn't the right way to go. Async parts of >> compilation can potentially run on other CPU cores, maybe lowering >> those 2000ms down to 750ms. > > No. Shader compilation can only be asynchronous if it's far enough > from a draw call and the app doesn't query its status. If it's next to > a draw call, multithreading is useless. Completely useless. > > We need to get below 33 ms for all shaders needed to be compiled to > render a frame. If there are 10 VS and 10 PS, one shader must be > compiled within 1.65 ms on average. I don't see where your random > guess meets that goal.
Ok, now I understand where the primary problem is: I am at least several years ahead of you in this. I apologize for the confusion. I won't happen again. I am leaving this mailing list. Farewell. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev