[Mesa-dev] Discussion: C++11 std::future in Mesa

Eero Tamminen eero.t.tamminen at intel.com
Wed Jun 1 16:06:47 UTC 2016


Hi,

On 01.06.2016 18:02, Jason Ekstrand wrote:
> On Jun 1, 2016 7:43 AM, "Eero Tamminen" <eero.t.tamminen at intel.com
> <mailto:eero.t.tamminen at intel.com>> wrote:
>  > Startup time may not be a problem for games (some gamers may
> disagree), but there are also devices which have legal / certification
> requirements for startup times, where shader compilation time could be a
> problem, especially as Mesa shader compilation tends to get slower over
> time (as compiler does more optimizations).
>
> Again, a problem with a different solution: Properly implementing
> glGetProgramBinary which should be pretty easy once the Timothy is done
> with the shader cache.
>
>  > Those devices have pretty static content (at least for startup), so
> their shaders could be pre-compiled if 3D driver supports that and has
> offline compiler.  Many proprietary drivers do, Mesa doesn't, at least
> not yet.
>
> You don't need an offline compiler.  The developer of said app just
> needs to regenerate their program binaries after the update the driver.
 >
> Not trying to be negative here.  Just pointing out that delayed
> compilation isn't the best solution to that problem either.

By offline I meant something that compiles the shader for another 
architecture than what the build machine uses (which is often the case 
with embedded devices), and preferably something that can be automated 
as part of the whole device SW stack build.


	- Eero



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