From 759ac6cc93bd1895a8f9233b8e9256889bdef6aa Mon Sep 17 00:00:00 2001 From: wm4 Date: Sat, 8 Apr 2017 16:38:56 +0200 Subject: 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. --- DOCS/man/options.rst | 12 ++++++++++++ 1 file changed, 12 insertions(+) (limited to 'DOCS') 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=`` + 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 ------------- -- cgit v1.2.3