New Metal pipeline cache doesn't work properly on Dota2 + portability
kvark opened this issue · 2 comments
kvark commented
expenses commented
We can definitely speed up the serializing path, but I'm pretty sure that the pipeline cache should be working. How do shader compilation times compare against no pipeline cache? Could it be that the output shaders vary slightly on each compilation, resulting in cache misses and a bloated cache?
kvark commented
Sorry for idling, I'll get back to this.