Hi,
On 01.06.2016 16:50, Erik Faye-Lund wrote:
On Wed, Jun 1, 2016 at 3:02 PM, ⚛ <[email protected]> wrote:
On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák <[email protected]> wrote:
I'll let you figure it out by yourself.
Why would you withhold information if you already have it? Are you a
"bad person" or something?
The problem has been described in countless threads on this mailing
list, but I'll repeat it:
The vast majority of applications/games does glCompileShader()
immediately followed by glGetShaderiv(GL_COMPILE_STATUS), which would
force stalling for the result, leading to no improvement.
And the solution to the problem is shader cache, for which there's a
(large) patch series on the list.
Most of the time in shader compiling goes to the linking stage (many of
the optimizations are done at that stage).
- Eero
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