Hi,

On 01.06.2016 18:02, Jason Ekstrand wrote:
On Jun 1, 2016 7:43 AM, "Eero Tamminen" <[email protected]
<mailto:[email protected]>> wrote:
 > Startup time may not be a problem for games (some gamers may
disagree), but there are also devices which have legal / certification
requirements for startup times, where shader compilation time could be a
problem, especially as Mesa shader compilation tends to get slower over
time (as compiler does more optimizations).

Again, a problem with a different solution: Properly implementing
glGetProgramBinary which should be pretty easy once the Timothy is done
with the shader cache.

 > Those devices have pretty static content (at least for startup), so
their shaders could be pre-compiled if 3D driver supports that and has
offline compiler.  Many proprietary drivers do, Mesa doesn't, at least
not yet.

You don't need an offline compiler.  The developer of said app just
needs to regenerate their program binaries after the update the driver.
>
Not trying to be negative here.  Just pointing out that delayed
compilation isn't the best solution to that problem either.

By offline I meant something that compiles the shader for another architecture than what the build machine uses (which is often the case with embedded devices), and preferably something that can be automated as part of the whole device SW stack build.


        - Eero

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