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author | James Ross-Gowan <rossy@jrg.systems> | 2017-10-29 00:16:03 +1100 |
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committer | James Ross-Gowan <rossy@jrg.systems> | 2017-11-07 20:27:13 +1100 |
commit | b9c12868936a8b99d282647e9885c341c1eca286 (patch) | |
tree | 22ea56e7ff9f37d86ed1e98a5027c419e1738520 /wscript | |
parent | 4b014b3a8125de22350748d97171c63041256d7b (diff) | |
download | mpv-b9c12868936a8b99d282647e9885c341c1eca286.tar.bz2 mpv-b9c12868936a8b99d282647e9885c341c1eca286.tar.xz |
vo_gpu: d3d11: log shader compilation times
Some shaders take a _long_ time to compile with the Direct3D compiler.
The ANGLE backend had this problem too, to a certain extent. Logging
should help identify which shaders cause long stalls and could also help
with benchmarking ways of reducing compile times.
Diffstat (limited to 'wscript')
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