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First frames: shader loading and pipeline compilation

Loading a resource does not guarantee every rendering variant is ready.

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Separate the stages

StageWork
Shader/material loadingObtain the resource, code and parameters
Shader preparationParse and compile for the selected graphics path
Pipeline creationCombine shader, vertex format, target, pass and other state
Actual drawingUse a specific variant on the GPU

One material may need several variants. Load<Shader> and successful source parsing do not promise a first visible frame without extra driver work.

Identify a cold appearance

Reproduce a material's first appearance in a consistent scene, then repeat it within the same run. Record renderer, device, driver and cache state. A long frame may instead involve file loading, allocation or gameplay logic; do not label every spike shader stutter without checking.

The school example creates a Shader from complete source and uses it on a real object. Shader .rdata saving/loading and actual rendering are also verified. This establishes a working resource path rather than its first-use timing.

Warm the real variant

Prepare objects and materials under a loading screen so that the required geometry actually draws. Hidden objects, empty viewports and out-of-view geometry do not guarantee the required draw variant. Match the surfaces, passes, target settings and effects the game will use.

Waiting for FramePostDraw establishes a rendering frame boundary, not a GPU timer or preparation of every future variant. Material/state changes may need other variants. Loading has no universal compile-everything-forever guarantee.

Distinguish renderers and counters

The Forward+/Mobile RD path uses specialized pipelines and preparation mechanisms. Compatibility uses OpenGL and a different path. Pipeline-compilation counters are not interchangeable readiness proofs: PipelineCompilationsMesh is 0 in the tested Compatibility run despite actual shader use.

Caches depend on graphics path, driver and device. Do not distribute a local driver cache as a universal player fix. Before release, check required variants from cold conditions on target configurations rather than relying only on repeated developer-machine runs.

GPU experiments · Actual school frames

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