[Mesa-dev] [PATCH 00/21] deferred and threaded glCompileShader
Timothy Arceri
t_arceri at yahoo.com.au
Tue Apr 22 05:10:31 PDT 2014
On Tue, 2014-04-22 at 16:58 +0800, Chia-I Wu wrote:
> Hi list,
>
> 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
> gl_debug_state.
I've skimmed over patches 5-17 looks like some good clean ups. I've made
some comments for patch 12 and 16.
>
> 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
> _mesa_enable_glsl_threadpool.
>
> 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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