On Fri, 29 Apr 2011 15:32:28 -0300 Gustavo Sverzut Barbieri
<[email protected]> said:

> On Fri, Apr 29, 2011 at 7:38 AM, Jiyoun Park <[email protected]> wrote:
> > Hi.
> >
> >
> >
> > I make patch related with evas gl binary shader.
> >
> >
> >
> > The concept of binary shader is  compile shader only once.
> >
> > Some people want to use binary shader because of performance issue.
> >
> > In current evas gl engine, every application have to compile shader each
> > time.
> >
> > But I modify code , so only first running application need compile shader.
> >
> > Other application use already compiled shader(binary shader)
> >
> >
> >
> > The binary shader is made under HOME/.evas/gl_common_shaders directory.
> >
> > Binary shader is created according to GL vendor,GL renderer, GL version and
> > Module_arch.
> 
> while I haven't checked the code, don't create yet another ~/.
> directory. This is bad and was acknowledged by everyone. Unfortunately
> e17 itself did not update to use proper XDG directories, but we can
> avoid introducing new problems to be later fixed.
> 
> XDG specifies $XDG_CACHE_HOME with fallback to ~/.cache, thus you can
> use it with "/evas/gl_common_shaders" appended.
> 
> Many desktops and distributions have cron jobs to clean these
> directories or maps them to some /var with cleanup jobs.

i don't think it much matters right now as there are bigger fish to fry here -
like this being a "brand spanking new in opengl4.2" feature (tho gles-2 has
technically supported it for quite a while).

the code needs to have a proper search path added. eg check ~/.whatever first
THEN look in /system/path/whatever etc. etc.

-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    [email protected]


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