mirror of https://github.com/mpv-player/mpv
DOCS/options: reword cache options
D3D11 is actually the main platform that suffers from slow shader compilation, typical Vulkan/GL drivers are either very fast to begin with, or already internally cache.
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@ -6816,8 +6816,8 @@ them.
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files contain uncompressed LUTs. Their size depends on the
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``--icc-3dlut-size``, and can be very big.
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NOTE: This is not cleaned automatically, so old, unused cache files may
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stick around indefinitely.
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NOTE: On ``--vo=gpu``, this is not cleaned automatically, so old, unused
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cache files may stick around indefinitely.
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``--icc-cache-dir``
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The directory where icc cache is stored. Cache is stored in the system's
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@ -6960,14 +6960,14 @@ them.
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This option might be silently removed in the future.
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``--gpu-shader-cache``
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Store and load compiled GLSL shaders in the cache directory (Default: ``yes``).
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Normally, shader compilation is very fast, so this is not usually needed.
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It mostly matters for GPU APIs that require internally recompiling shaders to
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other languages, for example anything based on ANGLE or Vulkan. Enabling this
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can improve startup performance on these platforms.
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Store and load compiled GLSL shaders in the cache directory (Default:
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``yes``). Normally, shader compilation is very fast, so this is not usually
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needed. It mostly matters for anything based on D3D11 (including ANGLE), as
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well as on some other proprietary drivers. Enabling this can improve startup
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performance on these platforms.
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NOTE: This is not cleaned automatically, so old, unused cache files may
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stick around indefinitely.
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NOTE: On ``--vo=gpu``, is not cleaned automatically, so old, unused cache
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files may stick around indefinitely.
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``--gpu-shader-cache-dir``
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The directory where gpu shader cache is stored. Cache is stored in the system's
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