--- Comment #12 from Michel Dänzer <mic...@daenzer.net> ---
(In reply to Andreas Hartmetz from comment #4)
> Assuming the problem was shader compilation, what could be done about it,
> though? Optimizing shader compilation by a factor of 10 seems unrealistic,
Not necessarily. Let's worry about that once the code taking so much time is
identified and analyzed. For that purpose, what's needed next is CPU profiles
of the stalls.
> a disk cache for shaders has been rejected (right?)
No, it hasn't.
> and would not always help, e.g. when somebody with a car that uses a new
> asset joins.
Right, there's only so much the driver stack can do when the game (engine)
keeps compiling shaders.
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