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Pekka Paalanen schrieb:
> 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?


People are complaining about slow compilation of programs everywhere.
Just look at the opengl.org forums. As Keith Whitwell mentioned the
compilation result sometimes depends on some OpenGL state. That means
changing state can trigger recompilation (for Nvidia drivers sometimes
even changing uniforms to/from magic values like 0 and 1). People change
state while rendering frames. I've seen posts by people that said
profiling revealed their programs spend more time compiling shaders than
doing anything else.

> 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.

Well, some people want precompiled shaders for code obfuscation. However
that would need API exposure. AFAIK they want to ship only a binary with
their programs. They'd like to compile their shaders into some
intermediate byte code (which is obfuscated), then pass that byte code
to the driver. I do not consider this an important feature for Mesa.

Philipp
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