Mesa shader compiling/optimizing process is too slow

2012-07-10 Thread Chris Forbes
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 wrote: > Tiziano Bacocco writes: > >> I've done benchmarks and compar

Re: Mesa shader compiling/optimizing process is too slow

2012-07-09 Thread Chris Forbes
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 wrote: > Tiziano Bacocco writes: > >> I've done benchmarks and compar

Mesa shader compiling/optimizing process is too slow

2012-07-09 Thread Tiziano Bacocco
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

Re: Mesa shader compiling/optimizing process is too slow

2012-07-09 Thread Eric Anholt
Tiziano Bacocco 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 ca

Mesa shader compiling/optimizing process is too slow

2012-07-09 Thread Eric Anholt
Tiziano Bacocco 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 ca

Mesa shader compiling/optimizing process is too slow

2012-07-09 Thread Tiziano Bacocco
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