Eric Anholt wrote:
> 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.

Right now, there's very little optimization done on shaders. I think the
stuff done in Radeon fragment shaders, even, is not a lot compared to
the eventual compilation path being laid out for Gallium. Caching IR
would work great for this, I think, especially once stuff begins to go
through LLVM.

Precompiled shaders? No. Just no. There's very few formats which could
be accepted, and I doubt that anybody would want to write parsers for
them. More importantly, it doesn't matter whether or not it's compiled;
anybody could still dump said shaders and use them verbatim in their own
applications with a trivial amount of effort. Nothing gained.

~ C.

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