[Mesa-dev] Draft ARB_parallel_shader_compile RFC
Nicolai Hähnle
nhaehnle at gmail.com
Tue Apr 18 18:17:26 UTC 2017
On 18.04.2017 18:57, Marek Olšák wrote:
> We also have asynchronous compilation for optimized shaders (linking
> separate shaders etc.) using the same threaded queue as the initial
> compilations, and we can't let apps suppress the optimized ones.
Good point. I think if the app says it doesn't want parallel compiles at
all, it would still get 1 background thread that is only used for the
optimized shaders.
Cheers,
Nicolai
>
> Marek
>
> On Apr 18, 2017 1:08 PM, "Nicolai Hähnle" <nhaehnle at gmail.com
> <mailto:nhaehnle at gmail.com>> wrote:
>
> On 17.04.2017 14:07, Edward O'Callaghan wrote:
>
> Hi folks,
>
> This is my early draft on the threaded shader compile "suggestion"
> thread. The requirements according the spec are rather weak as
> it is up to the implementation, which frankly can even just ignore
> the requested thread count. However, afaik in the case of radeonsi
> it is already threaded. Anyhoo I just wanted to get some feedback..
>
>
> Thanks for working on this. As others said, 90% of the work is
> elsewhere. Some thoughts on that:
>
> Since radeonsi already does parallelization of the backend compile,
> this extension should control the sum of threads used for frontend
> *and* backend compiles. In practice, that should mean having a
> single thread pool which services both types of compiles (and links).
>
> My first thought would be to have a driver-allocated util_queue
> which gets passed across the Gallium and Mesa interfaces -- or
> perhaps have a driver function table entry for kicking off
> asynchronous compiles and links.
>
> Cheers,
> Nicolai
>
>
> Please kindly review,
>
> Edward O'Callaghan (3):
>
> [PATCH 1/3] mesa: Add ARB_parallel_shader_compile boilerplate
> [PATCH 2/3] mesa: implement ARB_parallel_shader_compile
> [PATCH 3/3] st/mesa: enable ARB_parallel_shader_compile
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