On Fri, 29 Apr 2011 19:38:12 +0900 Jiyoun Park <jy0703.p...@samsung.com> said:

in svn with some fixes and changes. thanks! :)

> 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. 
> 
> 


-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    ras...@rasterman.com


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