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: Sun, 16 Oct 2016 11:55:05 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============0509501457==" Return-path: Received: from culpepper.freedesktop.org (culpepper.freedesktop.org [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id AE7DB6E2EC for ; Sun, 16 Oct 2016 11:55:05 +0000 (UTC) In-Reply-To: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Errors-To: dri-devel-bounces@lists.freedesktop.org Sender: "dri-devel" To: dri-devel@lists.freedesktop.org List-Id: dri-devel@lists.freedesktop.org --===============0509501457== Content-Type: multipart/alternative; boundary="14766189050.Fb0FCAFC.31620"; charset="UTF-8" --14766189050.Fb0FCAFC.31620 Date: Sun, 16 Oct 2016 11:55:05 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable X-Bugzilla-URL: http://bugs.freedesktop.org/ Auto-Submitted: auto-generated https://bugs.freedesktop.org/show_bug.cgi?id=3D97879 --- Comment #35 from Marek Ol=C5=A1=C3=A1k --- Well, it's unreal engine 3, so it doesn't surprise me that it compiles shad= ers on demand. All UE3 games are affected in the same way. Possible solution 1: - persistent shader cache on the disk Possible solution 2: - convert shaders from TGSI to ISA in Mesa (we can use the LLVM assembler, = but we need good register allocation for TGSI) - LLVM compilation should follow and be fully asynchronous Comments welcome. --=20 You are receiving this mail because: You are on the CC list for the bug.= --14766189050.Fb0FCAFC.31620 Date: Sun, 16 Oct 2016 11:55:05 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable X-Bugzilla-URL: http://bugs.freedesktop.org/ Auto-Submitted: auto-generated

Commen= t # 35 on bug 97879<= /a> from Marek Ol=C5=A1=C3=A1k
Well, it's unreal engine 3, so it doesn't surprise me that it =
compiles shaders
on demand. All UE3 games are affected in the same way.

Possible solution 1:
- persistent shader cache on the disk

Possible solution 2:
- convert shaders from TGSI to ISA in Mesa (we can use the LLVM assembler, =
but
we need good register allocation for TGSI)
- LLVM compilation should follow and be fully asynchronous

Comments welcome.


You are receiving this mail because:
  • You are on the CC list for the bug.
= --14766189050.Fb0FCAFC.31620-- --===============0509501457== Content-Type: text/plain; charset="utf-8" MIME-Version: 1.0 Content-Transfer-Encoding: base64 Content-Disposition: inline X19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX18KZHJpLWRldmVs IG1haWxpbmcgbGlzdApkcmktZGV2ZWxAbGlzdHMuZnJlZWRlc2t0b3Aub3JnCmh0dHBzOi8vbGlz dHMuZnJlZWRlc2t0b3Aub3JnL21haWxtYW4vbGlzdGluZm8vZHJpLWRldmVsCg== --===============0509501457==--