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GL_OES_get_program_binary Still Coming For Mesa

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  • GL_OES_get_program_binary Still Coming For Mesa

    Phoronix: GL_OES_get_program_binary Still Coming For Mesa

    One of the new extensions being worked on in early 2014 is for the OpenGL ES 2.0 GL_OES_get_program_binary extension to help with offline GLSL shader compilation...

    http://www.phoronix.com/vr.php?view=MTU1ODQ

  • #2
    Originally posted by phoronix View Post
    Phoronix: GL_OES_get_program_binary Still Coming For Mesa

    One of the new extensions being worked on in early 2014 is for the OpenGL ES 2.0 GL_OES_get_program_binary extension to help with offline GLSL shader compilation...

    http://www.phoronix.com/vr.php?view=MTU1ODQ
    I'm looking forward to this and any other compiled shader caching improvements landing in mesa. Anything that we can do to reduce level/program load times without reducing visual fidelity is appreciated.

    And as mentioned in the article, this gives the ability to apply higher levels of optimization to compiled shaders if we know that it's only going to need to be done once.

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    • #3
      Very good progress.
      Being able to use this avoids the pitfalls of the two classic approaches.
      Being able to specify, as an application programmer, where you want this process to happen is really good for developing efficient applications

      Is it possible to have al the program shaders compile and use the optimize version at load time with some sort of a single, short command? The idea is to use a single command to do during the loading instead of having to use GetProgramBinaryOES and ProgramBinaryOES with optionally the program to compile and aggressiveness of compilation.
      Call to the single command would compile and link the shaders, then reading back the program binaries.
      I'm asking because even it sounds a bit lame it's still less error prone.

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      • #4
        Originally posted by Veerappan View Post
        I'm looking forward to this and any other compiled shader caching improvements landing in mesa. Anything that we can do to reduce level/program load times without reducing visual fidelity is appreciated.

        And as mentioned in the article, this gives the ability to apply higher levels of optimization to compiled shaders if we know that it's only going to need to be done once.
        FWIW Mesa already has support for the desktop version of this extension (GL_ARB_get_program_binary), the one this article talks about is the GL ES version (hence the "OES" prefix").

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