On Thu, 3 Oct 2019 at 20:42, RĂ©mi Bernon rbernon@codeweavers.com wrote:
The shader_sm4_read_instruction function shows up in perf report when running SOTTR on Intel because of this loop.
That seems like a questionable claim. Does this actually improve things? Do you have numbers? Direct3D 12 applications should ideally not be creating pipeline states at all during rendering, but if they do, actual shader compilation is going to be much more expensive than anything we do here.
That's not to say this can't be improved though.