GLSL Copy Propagation Optimizations For Mesa
A developer has published a set of 14 patches providing copy propagation optimizations for Mesa's GLSL/Nir code.
Thomas Helland on Sunday sent out the set of optimizations to lower the overhead of the copy propagation pass in GLSL. This code isn't yet ready to be merged but is at a "request for comments" stage.
In terms of the end result, compilation on an affected shader goes from 98 to 75 seconds so the series does have the potential to be quite beneficial for cutting down shader compilation times, which is an area Mesa still has much room to improve upon, beyond landing an on-disk shader cache.
More details on this early work for optimizing the copy propagation pass via this patch series and this bug report.
Thomas Helland on Sunday sent out the set of optimizations to lower the overhead of the copy propagation pass in GLSL. This code isn't yet ready to be merged but is at a "request for comments" stage.
In terms of the end result, compilation on an affected shader goes from 98 to 75 seconds so the series does have the potential to be quite beneficial for cutting down shader compilation times, which is an area Mesa still has much room to improve upon, beyond landing an on-disk shader cache.
More details on this early work for optimizing the copy propagation pass via this patch series and this bug report.
3 Comments