On Sun, Sep 27, 2015 at 2:14 PM, Marek Olšák <mar...@gmail.com> wrote: > Hi, > > For some reason, st/mesa assumes that shaders can't be shared by > multiple contexts and therefore has a context pointer in shader keys. > I'd like to get rid of this dependency, because there is no reason why > shaders would need to be tied to a context. In fact, shaders don't > even need a device, they just need a compiler. > > This is becoming a bigger issue with latest games that might prefer > compiling shaders in another thread using a different GL context. > > As far as I know, shaders should be context-shareable on all hardware > drivers. I see only 2 options out of this: > > 1) Removing the context pointer from the shader keys. If drivers need > this, they should handle it by themselves. This will simplify st/mesa, > because TCS, TES, GS won't need the variant-tracking machinery. > > 2) Adding PIPE_CAP_SHAREABLE_SHADERS and if the cap is 1, set the > context pointer to NULL in all keys. > > What do you think?
FWIW I believe this should work for at least nv50 and nvc0, as they have a screen-shared code segment that all shaders get uploaded to. However I believe that it would be crucial to have a piglit test that exercises this functionality, as debugging this stuff esp in an actual game is extremely difficult. > > Marek > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev