[Mesa-dev] [PATCH 00/21] deferred and threaded glCompileShader
olvaffe at gmail.com
Tue Apr 22 01:58:15 PDT 2014
This series adds a thread pool to the GLSL compiler, and a drirc option to
defer glCompileShader calls to the pool. The goal is to reduce the start-up
time of applications that are aware of this feature. That is, applications
that compile shaders first and check the compile status later.
I do not have numbers from real applications yet. But trying to compiling a
set of 2882 shaders extracted from some trace file, with everything else
idled, the time it takes is
8 threads: 17.8s
4 threads: 20.3s
2 threads: 31.2s
1 threads: 58.0s
no thread pool: 54.5
on a quad core system.
Patches 1-4 fix potential races in the GLSL compiler. As the compiler is
already shared by all contexts, these patches could be desirable even without
the thread pool that I am going to add.
Patches 5-18 adds true GL_DEBUG_OUTPUT_SYNCHRONOUS support to the KHR_debug
code. All except patch 18 are clean-ups. Patch 18 adds a mutex to protect
Patch 19 defines a simple API to create and work with thread pools, as well as
a test for the API.
Patch 20 adds the singleton GLSL thread pool and allows glCompileShader to be
deferred to the pool. This feature needs to be explicitly enabled with
Patch 21 adds a drirc option to enable the thread pool. The idea is that only
applications that can benefit from it will enable it.
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