[Mesa-dev] Discussion: C++11 std::future in Mesa
Eero Tamminen
eero.t.tamminen at intel.com
Wed Jun 1 14:15:49 UTC 2016
Hi,
On 01.06.2016 16:50, Erik Faye-Lund wrote:
> On Wed, Jun 1, 2016 at 3:02 PM, ⚛ <0xe2.0x9a.0x9b at gmail.com> wrote:
>> On Wed, Jun 1, 2016 at 2:19 PM, Marek Olšák <maraeo at gmail.com> wrote:
>>> I'll let you figure it out by yourself.
>>
>> Why would you withhold information if you already have it? Are you a
>> "bad person" or something?
>
> The problem has been described in countless threads on this mailing
> list, but I'll repeat it:
>
> The vast majority of applications/games does glCompileShader()
> immediately followed by glGetShaderiv(GL_COMPILE_STATUS), which would
> force stalling for the result, leading to no improvement.
And the solution to the problem is shader cache, for which there's a
(large) patch series on the list.
Most of the time in shader compiling goes to the linking stage (many of
the optimizations are done at that stage).
- Eero
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