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authorwm4 <wm4@nowhere>2017-04-08 16:38:56 +0200
committerwm4 <wm4@nowhere>2017-04-08 16:43:56 +0200
commit759ac6cc93bd1895a8f9233b8e9256889bdef6aa (patch)
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vo_opengl: add option for caching shaders on disk
Mostly because of ANGLE (sadly). The implementation became unpleasantly big, but at least it's relatively self-contained. I'm not sure to what degree shaders from different drivers are compatible as in whether a driver would randomly misbehave if it's fed a binary created by another driver. The useless binayFormat parameter won't help it, as they can probably easily clash. As usual, OpenGL is pretty shit here.
Diffstat (limited to 'DOCS')
-rw-r--r--DOCS/man/options.rst12
1 files changed, 12 insertions, 0 deletions
diff --git a/DOCS/man/options.rst b/DOCS/man/options.rst
index 4066e606df..1a5bd637b7 100644
--- a/DOCS/man/options.rst
+++ b/DOCS/man/options.rst
@@ -4750,6 +4750,18 @@ The following video options are currently all specific to ``--vo=opengl`` and
This option might be silently removed in the future.
+``--opengl-shader-cache-dir=<dirname>``
+ Store and load compiled GL shaders in this directory. Normally, shader
+ compilation is very fast, so this is usually not needed. But some GL
+ implementations (notably ANGLE, the default on Windows) have relatively
+ slow shader compilation, and can cause startup delays.
+
+ NOTE: This is not cleaned automatically, so old, unused cache files may
+ stick around indefinitely.
+
+ This option might be silently removed in the future, if ANGLE fixes shader
+ compilation speed.
+
Miscellaneous
-------------