On Tue, 2008-12-09 at 21:03 +0200, Pekka Paalanen wrote: > On Mon, 08 Dec 2008 14:48:33 +0100 > Philipp Klaus Krause <[EMAIL PROTECTED]> wrote: > > > - From time to time people say that they want support for precompiled > > shaders in the OpenGL API. The main point for this they bring forth is > > reducing loading times for their applications. > > > > I think this advantage of precompiled shaders can be had without support > > for it in the API: It can be inmplemented transparently in the driver. > > Is it just a theoretical gain, or do the people actually have public > benchmark results showing that the net gain with cold/hot disk cache is > is noticeable? A quick spin in Google gave me nothing, but I would not > be surprised if I just missed the right keywords. > > Or is compiling shaders with Mesa so hideously slow that it would be a > clear benefit even without benchmarking? > > I can also come up with another reason to have precompiled shaders: > "protecting" the shader source code. I am not sure that makes any sense, > though.
sauerbraten with the ARB_[fv]p path just spent 60% of its 45-second startup time with a hot cache in mesa's program parsing, and it doesn't have that many programs. However, I'd love to see a conversion of mesa's ARB_[fv]p parsing to lex/yacc before we built a complicated infrastructure to work around the performance of the current homebrew code. Similarly for GLSL -- hopefully the GLSL rewrite can show some results soon. -- Eric Anholt [EMAIL PROTECTED] [EMAIL PROTECTED]
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