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Shader on-disk caching question #61
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Shader caching is best done by drivers itself. Both nvidia and mesa (amd) have a good disk cache. They can cache it in GPU byte code. It was tried in Wine Staging for OpenGL, but it was slower then driver caches by far. It was in DXVK, but got removed (for now). Vulkan pipeline caches are basically the same as driver caches. PS: Regarding NVidia shadercache, it has a max of 128mb atm, and needs to be increased in size: https://devtalk.nvidia.com/default/topic/1032059/linux/opengl-shader-disk-cache-max-size-garbage-collection-/ |
The only type of caching that would add something the driver doesn't already do is https://dev.wine-staging.com/patches/204/ (which seems to make a decent difference according to the comments). |
@IngeniousDox Seems as nVidia has added this to "Enhancement request tracked as NVIDIA bug 2109833", so hopefully there would atleast be a tweakable knob for this in the future. Incase ppl are not aware, you can (and probably should) make each wine game use its own nVidia shader cache folder with something like @Svyatpro Many games have their own cache functions as it is, so adding yet another cache function would probably not be entirely beneficial (as has been experienced in both staging and dxvk), although for games/apps that do not have this, something could possibly be earned. |
Implementing shader on-disk caching may eliminate stuttering in games and improve overall games performance.
Similar to one present in DXVK. Any ideas?
doitsujin/dxvk@ca8c96b
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