R600/RadeonSI GLSL/TGSI On-Disk Shader Cache Revised
Last week Timothy Arceri posted TGSI shader cache patches for Mesa that so far benefit the R600g and RadeonSI Gallium3D drivers but could also help out the other Gallium3D drivers too. The second version of those patches have now been published.
Timothy Arceri published a short time ago the second version of these GLSL IR and TGSI on-disk shader caches. With these revised patches, it simplifies some areas, implements shader caching support for compute shaders, improves some fallback paths, adds drirc options to the SHA1 input for ensuring they don't interfere with loading an undesired shader, and various other code improvements. These patches also address some feedback sent by the upstream Radeon developers.
These 32 patches still end with enabling this on-disk shader cache support for the R600g and RadeonSI drivers. With caching of the GLSL IR and TGSI (Gallium3D's IR) representation, it's still not as thorough as caching the generated hardware instructions for each shader, but still is a step better than the status quo and can be more easily adapted for support in other Mesa drivers. No performance estimates were provided with these latest patches. Hopefully we'll see all of the Mesa on-disk shader caching work materialize for Mesa 17.1.
Timothy Arceri published a short time ago the second version of these GLSL IR and TGSI on-disk shader caches. With these revised patches, it simplifies some areas, implements shader caching support for compute shaders, improves some fallback paths, adds drirc options to the SHA1 input for ensuring they don't interfere with loading an undesired shader, and various other code improvements. These patches also address some feedback sent by the upstream Radeon developers.
These 32 patches still end with enabling this on-disk shader cache support for the R600g and RadeonSI drivers. With caching of the GLSL IR and TGSI (Gallium3D's IR) representation, it's still not as thorough as caching the generated hardware instructions for each shader, but still is a step better than the status quo and can be more easily adapted for support in other Mesa drivers. No performance estimates were provided with these latest patches. Hopefully we'll see all of the Mesa on-disk shader caching work materialize for Mesa 17.1.
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