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Very slow shader compilation (Galaxy S3 mini)

Hi!

I have a game in Google Play and I'm having problems with (at least) one of the devices, the Galaxy S3 mini with a Mali-400MP.

There's a shader which takes 20 to 30 seconds to be compiled, leading to users thinking that the device just crashed. The shader is this

#ifdef GL_ES precision highp float; precision mediump int; #endif uniform - Pastebin.com  (nothing specially complex, I think)

and the issue with more information is here:

Weird freeze compiling shader on Galaxy S3 Mini · Issue #2496 · mono/MonoGame · GitHub

Any ideas?

Thanks!

p.s. Can I use Mali graphics debugger with 4.1.2? Instructions to install only refer to 4.2+

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  • Hi Kak,

    I'd recommend compiling and saving the resultant program/shader binaries, so your application can load them from disk and only recompile if they're missing (first run) or fail for any reason (usually after a driver update). At least then it's not a hit on every run.

    The ROM I have is from this month, but the driver included is r3p0-01rel0, which implies it is 21 months old, but they might be taking patch updates rather than releases. I don't have an S3 Mini to hand to play with, but this issue is almost certainly the same as in the other thread, and is fixed in more recent versions of the driver, so for this particular version the only workaround to long compilation times is to reduce shader length.

    Hope this helps,

    Chris

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  • Hi Kak,

    I'd recommend compiling and saving the resultant program/shader binaries, so your application can load them from disk and only recompile if they're missing (first run) or fail for any reason (usually after a driver update). At least then it's not a hit on every run.

    The ROM I have is from this month, but the driver included is r3p0-01rel0, which implies it is 21 months old, but they might be taking patch updates rather than releases. I don't have an S3 Mini to hand to play with, but this issue is almost certainly the same as in the other thread, and is fixed in more recent versions of the driver, so for this particular version the only workaround to long compilation times is to reduce shader length.

    Hope this helps,

    Chris

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