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Mesa Shader Compiler Cache Proposed, Reduces Game Start Times
Maybe I'll try that later but my guess is that it might still not work. I think gallium and/or the r600g driver need some changes. Anyway with testing this I might be able to give Tapani Pälli a gdb backtrace which I think he still needs (I can't find any reply from Benjamin after that mail: http://lists.freedesktop.org/archive...ne/060663.html ), so I might really do it when I find the time for.
Damn edit limit... Anyway: I tried the l4d2_testing branch and at least there don't seem to be any crashes. But there are rendering errors all over the place. It looks like these rendering issues begin as soon as the driver uses the cached shaders instead of compiling. Why does it look like that? Well, when I start some 3D application it works fine for the first time and starts with the issues after I restart said application (or after running it for some time). Well, at least it gives a free ad block: