[Mesa-dev] V4 On disk shader cache for i965
Timothy Arceri
timothy.arceri at collabora.com
Wed Jul 27 22:20:27 UTC 2016
Ping ... any feedback/ideas for moving this forward would be greatly
appreciated.
On Wed, 2016-07-13 at 12:46 +1000, Timothy Arceri wrote:
> Big thanks to Grazvydas Ignotas for helping test this version.
>
> V4:
> - lots of reworking patches to remove code churn should be much nicer
> now
> - fixed fallback when shader has been detached
> - fixed a couple of bugs with UBOs
> - no more printfs, debug info is behind an environment var
> - various cleanups, tweaks and fixes
>
> V3:
> - add support for geometry and tessellation stages
> - cache clip planes
> - reserve parameter storage before restoring list
> - stop losing buffer blocks on cache fallback
> - lots of little fixes I cant remember
>
> V2:
> - rebased on master
> - add support for encoding doubles
> - renamed skip_cache params to is_cache_fallback, and fix related bug
> when disabling shader cache for xfb.
>
> This series is based on the great work done by Carl, Kristian and
> others.
>
> There are no regressions after two runs of piglit with shader cache
> enabled on my Broadwell machine.
>
> This series enables on disk shader cache for all stage except compute
> programs. For now transform feedback, and SSO programs skip using the
> cache, these will be added as follow ups.
>
> My main goal with this series is to land something that
> passes piglit there is a number of optimisations that can still be
> done
> such as skipping more validation and state recreation when falling
> back
> to a full recompile but I would rather leave this until we have
> something fully working.
>
> Games:
>
> Enabling shader cache with the Shadow of Mordor benchmark make things
> noticeably
> smoother and helps consitently keep the min FPS at 15 on my Skylake,
> were as without it can be anywhere between 4-15.
>
> The elemental demo which Dave pointed out as also doing a bunch of
> compiles during the demo is also smoother especially on the second
> run
> but its really slow on my Skylake regardless. Maybe someone with a
> highend Skylake would like to give it a try.
>
>
> Here are the shader-db times (from V2):
>
> Cache disabled:
>
> Thread 1 took 1360.47 seconds and compiled 13015 shaders (not
> including
> SIMD16) with 50 GL context switches
> Thread 3 took 1349.85 seconds and compiled 12848 shaders (not
> including
> SIMD16) with 40 GL context switches
> Thread 2 took 1362.94 seconds and compiled 12637 shaders (not
> including
> SIMD16) with 36 GL context switches
> Thread 0 took 1352.41 seconds and compiled 12593 shaders (not
> including
> SIMD16) with 46 GL context switches
> https://wiki.collabora.co.uk/People
> Cache enabled first run:
>
> Thread 1 took 1410.30 seconds and compiled 12678 shaders (not
> including
> SIMD16) with 34 GL context switches
> Thread 2 took 1421.35 seconds and compiled 12822 shaders (not
> including
> SIMD16) with 50 GL context switches
> Thread 0 took 1410.49 seconds and compiled 12999 shaders (not
> including
> SIMD16) with 40 GL context switches
> Thread 3 took 1426.67 seconds and compiled 12594 shaders (not
> including
> SIMD16) with 48 GL context switches
>
> Cache enabled second run:
>
> Thread 0 took 259.84 seconds and compiled 12817 shaders (not
> including
> SIMD16) with 40 GL context switches
> Thread 3 took 257.03 seconds and compiled 12533 shaders (not
> including
> SIMD16) with 50 GL context switches
> Thread 1 took 256.18 seconds and compiled 12828 shaders (not
> including
> SIMD16) with 40 GL context switches
> Thread 2 took 261.31 seconds and compiled 12915 shaders (not
> including
> SIMD16) with 39 GL context switches
>
> You can find the series in the shader-cache branch of:
>
> https://github.com/tarceri/Mesa_arrays_of_arrays.git
>
> MESA_GLSL_CACHE_ENABLE=1 - enables the cache.
> MESA_GLSL=cache_info - enables some debug messages
>
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