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<enunes>
linkmauve: I experimented a bit with the gtk4 shaders, I noticed that pretty much all shaders end up fairly big and suboptimal also due to gsk/resources/glsl/preamble.fs.glsl
<enunes>
linkmauve: for example: compiling the fragment shaders from super mario 64 average 10 instructions, shaders from glmark2 30-100 instructions
<enunes>
linkmauve: shaders from gtk4, 300-700 instructions
<enunes>
still on my system I get 20-30 fps with gtk4 and I dont get the glitch in your screenshot
<enunes>
but also hacking around to simplify the gtk4 shaders doesn't change that much, there may be some bottleneck somewhere else and that would require a closer look, maybe the way gtk4 is rendering causes too many framebuffer reloads which kills performance with the mali
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<linkmauve>
enunes, if the functions in the preamble aren’t used they will be optimised away, so I would suppose that’s a red herring.
<linkmauve>
Do you have a env var to dump annotated shader assembly btw?
<linkmauve>
I’ve used that in iris in the past to know what to optimise in my shaders.
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<enunes>
linkmauve: in lima there is LIMA_DEBUG=pp,gp,shaderdb for fragment shader, vertex shader and shaderdb-like summary statistics respectively