[Mesa-dev] [PATCH 00/21] deferred and threaded glCompileShader

Ian Romanick idr at freedesktop.org
Fri May 2 11:03:56 PDT 2014

I reviewed and pushed patch 1.

I sent some comments about patches 2, 3, and 20.

I want to look at 19 a bit more, and I'd also really like to have Eric
review it... since he wrote a pretty similar thing 18 months ago.

Patches 4 through 15, the "fixed" 16, 17, and 18 are

Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>

On 04/22/2014 01:58 AM, 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.
> 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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