Hi. 

 

I make patch related with evas gl binary shader.

 

The concept of binary shader is  compile shader only once.

Some people want to use binary shader because of performance issue.

In current evas gl engine, every application have to compile shader each
time. 

But I modify code , so only first running application need compile shader.

Other application use already compiled shader(binary shader)

 

The binary shader is made under HOME/.evas/gl_common_shaders directory. 

Binary shader is created according to GL vendor,GL renderer, GL version and
Module_arch.

 

The basic flow is

1.     First running application which use gl engine check binary shader
directory, but it can't find binary shader. 

2.     After compiling shader, It saves compiled shaders..

3.     Other application checks shader directory, it can use binary shaders.

 

In mobile target, using binary shader, I can save 150ms. (that time, there
is 11 shaders).

If there is more shaders and more applications, this flow maybe save more
total time. 

 

Thanks. 


Attachment: evas_gl_binary_shader.patch
Description: Binary data

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