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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [amdgpu] Rocket League: long hangs (several seconds) when loading assets (models/textures/shaders?)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97879#c37">Comment # 37</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [amdgpu] Rocket League: long hangs (several seconds) when loading assets (models/textures/shaders?)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97879">bug 97879</a>
from <span class="vcard"><a class="email" href="mailto:micaelbergeron@gmail.com" title="Micael Bergeron <micaelbergeron@gmail.com>"> <span class="fn">Micael Bergeron</span></a>
</span></b>
<pre>The number of shaders is quite astonishing.
Could using the r600 shader compiler LLVM (--enable-r600-llvm-compiler) fix
this?
As for the future, I think a persistent shader cache is probably the quickest
way to patch this so the game is enjoyable. After that, a more subtle approach
could be used:
<span class="quote">> Possible solution 2:
> - convert shaders from TGSI to ISA in Mesa (we can use the LLVM assembler,
> but we need good register allocation for TGSI)
> - LLVM compilation should follow and be fully asynchronous</span >
Rocket League is a really popular game, which I think the Linux community
should embrace. Thank you guys for making this work.</pre>
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