On Thu, Oct 10, 2013 at 7:59 AM, Andreas Gal <[email protected]> wrote:

> Rationale:
> switching shaders tends to be expensive.
>

In my opinion this is the only argument for working on this at moment.
Particularly at the moment where we're overwhelmed with high priority
desktop and mobile graphics work, I'd like to see numbers before we
consider a change. I have seen no indications that we get hurt by switching
shaders. I suspected it might matter when we start to have 100s of layers
in a single page but we always fall down from another reason before this
can become a problem. I'd like to be able to answer 'In which use cases
would patching this lead to a user measurable improvement?' before working
on this. Right now we have a long list of bugs where we have a clear answer
to that question. Patching this is good to check off that we're using the
GPU optimally on the GPU best practice dev guides and will later help us
batch draw calls more aggressively but I'd like to have data to support
this first.

Also old Android drivers are a bit touchy with shaders so I recommend
counting some dev times for resolving these issues.

I know that roc and nrc have some plans for introducing more shaders which
will make a unified shader approach more difficult. I'll let them weight in
here.

On the flip side I suspect having a single unified shader will be faster to
compile then the several shaders we have on the start-up path.
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