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GLSL/TGSI On-Disk Shader Cache Lands In Mesa For R600g/RadeonSI

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  • #21
    I believe some Valve games will benefit from this too, since L4D2 and CS:GO have significant longer load times than their Windows versions in my system.

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    • #22
      Originally posted by geearf View Post
      Can most of this be used by nine as well in the future?
      I don't think nine skips TGSI representation, so it should work already.

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      • #23
        Where's the cache dir? I just wanted to check if it's working, so I built/installed mesa-git, ran a game, and I didn't see ~/.cache/mesa dir. Should I set some env. variable? Or is it another directory?

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        • #24
          Originally posted by Hi-Angel View Post
          Where's the cache dir? I just wanted to check if it's working, so I built/installed mesa-git, and I didn't see ~/.cache/mesa dir. Should I set some env. variable? Or is it another directory?
          Did you set MESA_GLSL_CACHE_ENABLE=1 env var?
          Michael Larabel
          https://www.michaellarabel.com/

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          • #25
            Originally posted by Michael View Post

            Did you set MESA_GLSL_CACHE_ENABLE=1 env var?
            Nope. Thank you, I've suspected something like that. Neither article, nor the commit mentions that

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            • #26
              Originally posted by Hi-Angel View Post
              Originally posted by geearf
              Can most of this be used by nine as well in the future?
              I don't think nine skips TGSI representation, so it should work already.
              Okay, so to be exact: yes, it works, I just ran GTAⅣ with wine-nine, and I see the cache dir appeared.

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              • #27
                So I think if I just sync my mesa git it will include these patches? Cool.

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                • #28
                  Whenever interesting things to test happen, Padoka says: Built 5+ days ago.

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                  • #29
                    Originally posted by gbil View Post

                    I'll test later today Trine 3 which suffers from this issue too, currently it takes 2,5 minutes to load was 5 minutes before some shader optimizations a months ago.

                    Do we need to add any special configure option for compilation ?
                    Just tested it and the difference is huge.

                    1st run 1:22 min down from 2:30min
                    2nd run 0:50 min

                    every other run around 0:50 min.

                    As I understood we expect some more optimization but the work done here is brilliant. Thanks Timothy

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                    • #30
                      Originally posted by Hi-Angel View Post
                      I don't think nine skips TGSI representation, so it should work already.
                      I'd assume it'd have to be hooked up somehow, since nine doesn't use the GLSL parser/compiler but an HSL one.

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