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i965: Reenable the fragment shader precompile.
Precompiling the shader at link time often allows us to avoid compiling it at the first use. This moves the expensive compilation and optimization process to game or level load time, rather than at draw time, where we really can't avoid any cycles and don't want to risk stalling the GPU. The downside is that we have to guess the non-orthagonal state the program will have set when it draws with the shader. Previously, we guessed wrong for nearly every shader, so it wasn't useful. With the recent SamplerUnits rework and this series, we've either eliminated state or made smarter guesses, and usually get it right now. In the L4D2 time demo, I now have 39 fragment shader recompiles and no vertex shader recompiles. Before this series and the SamplerUnits rework, I had 206 fragment shader recompiles and 192 vertex shader recompiles. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Eric Anholt <eric@anholt.net>
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@ -85,7 +85,7 @@ PUBLIC const char __driConfigOptions[] =
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DRI_CONF_DESC(en, "Enable stub ARB_occlusion_query support on 915/945.")
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DRI_CONF_OPT_END
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DRI_CONF_OPT_BEGIN(shader_precompile, bool, false)
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DRI_CONF_OPT_BEGIN(shader_precompile, bool, true)
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DRI_CONF_DESC(en, "Perform code generation at shader link time.")
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DRI_CONF_OPT_END
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DRI_CONF_SECTION_END
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