Speaker
Antonino Maniscalco
(Collabora)
Description
Being a layered OpenGL driver, Zink sometimes needs to emulate some legacy features, that are not exposed by vulkan, using shader passes. Due to OpenGL's design it is not possible to know exactly what needs to be emulated ahead of time and until now Zink has dealt with this by compiling shader variants at draw time, leading to upwards of 100ms spikes in frametime. A possible way of solivng this is by creating some uber shaders as early as possible which can handle different pipeline states dynamically. This talk will discuss some details of how Zink currently handles shader compilation and caching, the changes that were needed and also the challenges in adapting emulation passes for this purpose.
Code of Conduct | Yes |
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In-person or virtual presentation | In-person |
Primary author
Antonino Maniscalco
(Collabora)