A Lot Of The OpenGL Shader Cache Code Has Landed In Mesa
Written by Michael Larabel in Mesa on 17 February 2017 at 12:00 AM EST. 27 Comments
MESA --
Timothy Arceri, who is now working for Valve (on the open-source AMD driver stack after leaving Collabora), has landed significant portions of his work built upon others for providing an on-disk shader cache within Mesa.

Within the past few hours, Arceri has landed a number of the GLSL shader cache patches into mainline Mesa. This is work dating back years and originating with Intel Linux developers for allowing OpenGL GLSL shaders to be cached on-disk for speeding up load times and improving the performance for games that load shaders on the fly. This shader cache support has become much more pressing in the past year or two with more demanding games arriving for Linux, such as Shadow of Mordor being a good example.

While the core shader work has landed, as of writing this article, none of the driver-specific work has landed for actually enabling the shader cache functionality like in i965 or RadeonSI. But given this work now landing, the rest shouldn't be too far behind.
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Michael Larabel is the principal author of Phoronix.com and founded the site in 2004 with a focus on enriching the Linux hardware experience. Michael has written more than 10,000 articles covering the state of Linux hardware support, Linux performance, graphics drivers, and other topics. Michael is also the lead developer of the Phoronix Test Suite, Phoromatic, and OpenBenchmarking.org automated benchmarking software. He can be followed via Twitter or contacted via MichaelLarabel.com.

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