[Mesa-dev] [PATCH 1/3] glsl: delay optimisations on individual shaders when cache is available

Grazvydas Ignotas notasas at gmail.com
Mon Mar 27 09:30:15 UTC 2017


On Mon, Mar 27, 2017 at 6:14 AM, Timothy Arceri <tarceri at itsqueeze.com> wrote:
> Due to a max limit of 65,536 entries on the index table that we use to
> decide if we can skip compiling individual shaders, it is very likely
> we will have collisions.
>
> To avoid doing too much work when the linked program may be in the
> cache this patch delays calling the optimisations until link time.
>
> Improves cold cache start-up times on Deus Ex by ~20 seconds.
>
> When deleting the cache index to simulate a worst case scenario
> of colisions in the index, warm cache start-up time improve by

typo: collisions

> ~45 seconds.

I wonder if it won't make the experience worse in some cases. For
example Talos compiles all the shaders on the loading screen, and then
seems to link them ingame during gameplay, so if too much work is
delayed to link time, on cold cache there might be faster loading
times but ingame stalls will be much worse than they currently are.
That needs more testing though, I'll try to do some in the evening.

GraÅžvydas


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