I do appreciate the fact that it reduces complexity (in addition to less state changes).
I agree that the decision of dedicating resources on that rather than on other high priority projects that are in the pipes should be motivated by some numbers. Cheers, Nical On Thu, Oct 10, 2013 at 11:04 AM, Benoit Jacob <jacob.benoi...@gmail.com>wrote: > 2013/10/10 Benoit Jacob <jacob.benoi...@gmail.com> > > > I'll pile on what Benoit G said --- this is the kind of work that would > > require very careful performance measurements before we commit to it. > > > > Also, like Benoit said, we have seen no indication that glUseProgram is > > hurting us. General GPU "wisdom" is that switching programs is not per se > > expensive as long as one is not relinking them, and besides the general > > performance caveat with any state change, forcing to split drawing into > > multiple draw-calls, which also applies to updating uniforms, so we're > not > > escaping it here. > > > > In addition to that, not all GPUs have real branching. My Sandy Bridge > > Intel chipset has real branching, but older Intel integrated GPUs don't, > > and I'd be very surprised if all of the mobile GPUs we're currently > > supporting did. To put this in perspective, in the world of discrete > > desktop NVIDIA GPUs, this was only introduced in the Geforce 6 series. > > > > In fact, even on a Geforce 6, we only get full real CPU-like ("MIMD") > branching in vertex shaders, not in fragment shaders. > > http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter34.html > > Benoit > _______________________________________________ > dev-platform mailing list > dev-platform@lists.mozilla.org > https://lists.mozilla.org/listinfo/dev-platform > _______________________________________________ dev-platform mailing list dev-platform@lists.mozilla.org https://lists.mozilla.org/listinfo/dev-platform