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Issue 6345105: Cache D3D vertex and pixel shader objects so they can be reused and shared by multiple contexts. (Closed)

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Created:
13 years, 1 month ago by apatrick1
Modified:
13 years, 1 month ago
Reviewers:
dgkoch
CC:
angleproject-review_googlegroups.com
Base URL:
http://angleproject.googlecode.com/svn/trunk/
Visibility:
Public.

Description

Cache D3D vertex and pixel shader objects so they can be reused and shared by multiple contexts. WebGL conformance tests did not regress. I verified they exercise the Blit code. Committed: https://code.google.com/p/angleproject/source/detail?r=1225

Patch Set 1 : #

Total comments: 2

Patch Set 2 : #

Unified diffs Side-by-side diffs Delta from patch set Stats (+176 lines, -42 lines) Patch
M src/libEGL/Display.h View 1 5 chunks +10 lines, -3 lines 0 comments Download
M src/libEGL/Display.cpp View 1 4 chunks +19 lines, -0 lines 0 comments Download
A src/libEGL/ShaderCache.h View 1 1 chunk +103 lines, -0 lines 0 comments Download
M src/libGLESv2/Blit.h View 1 2 chunks +3 lines, -1 line 0 comments Download
M src/libGLESv2/Blit.cpp View 1 4 chunks +7 lines, -5 lines 0 comments Download
M src/libGLESv2/ProgramBinary.cpp View 1 2 chunks +34 lines, -33 lines 0 comments Download

Messages

Total messages: 5
apatrick1
Daniel, Please review. Thanks.
13 years, 1 month ago (2012-07-12 21:58:55 UTC) #1
dgkoch
LGTM - does this make much of a difference performance-wise? https://codereview.appspot.com/6345105/diff/5001/src/libEGL/ShaderCache.h File src/libEGL/ShaderCache.h (right): https://codereview.appspot.com/6345105/diff/5001/src/libEGL/ShaderCache.h#newcode10 ...
13 years, 1 month ago (2012-07-13 02:01:00 UTC) #2
dgkoch
On 2012/07/13 02:01:00, dgkoch wrote: > LGTM > - does this make much of a ...
13 years, 1 month ago (2012-07-13 04:40:52 UTC) #3
apatrick1
On my workstation simple shaders are millisecond-ish. For complicated ones I've seen up to tens ...
13 years, 1 month ago (2012-07-13 22:36:41 UTC) #4
dgkoch
13 years, 1 month ago (2012-07-18 01:47:12 UTC) #5
On 2012/07/13 22:36:41, apatrick1 wrote:
> On my workstation simple shaders are millisecond-ish. For complicated ones
I've
> seen up to tens of milliseconds. I could make it time how long it takes to
> compile the shader and use that to decide whether it's worth caching it. I'm a
> bit wary of the non-determinism though.
Was mostly curious. Not asking you to change that now.

> Checked XP context lost recovery and it works.
Great.
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