From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Fri, 23 Sep 2016 01:15:25 +0000
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Date: Fri, 23 Sep 2016 01:15:25 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=3D97879
--- Comment #12 from Michel D=C3=A4nzer ---
(In reply to Andreas Hartmetz from comment #4)
> Assuming the problem was shader compilation, what could be done about it,
> though? Optimizing shader compilation by a factor of 10 seems unrealistic,
Not necessarily. Let's worry about that once the code taking so much time is
identified and analyzed. For that purpose, what's needed next is CPU profil=
es
of the stalls.
> a disk cache for shaders has been rejected (right?)
No, it hasn't.
> and would not always help, e.g. when somebody with a car that uses a new
> asset joins.
Right, there's only so much the driver stack can do when the game (engine)
keeps compiling shaders.
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Date: Fri, 23 Sep 2016 01:15:25 +0000
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Commen=
t # 12
on bug 97879<=
/a>
from Michel D=C3=A4nzer
(In reply to Andreas Hartmetz from comment #4)
> Assuming the problem was shader compilation, wha=
t could be done about it,
> though? Optimizing shader compilation by a factor of 10 seems unrealis=
tic,
Not necessarily. Let's worry about that once the code taking so much time is
identified and analyzed. For that purpose, what's needed next is CPU profil=
es
of the stalls.
> a disk cache for shaders has been rejected (righ=
t?)
No, it hasn't.
> and would not always help, e.g. when somebody wi=
th a car that uses a new
> asset joins.
Right, there's only so much the driver stack can do when the game (engine)
keeps compiling shaders.
You are receiving this mail because:
- You are on the CC list for the bug.
=
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