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List: mesa3d-dev
Subject: [Mesa-dev] [PATCH 00/21] deferred and threaded glCompileShader
From: Chia-I Wu <olvaffe () gmail ! com>
Date: 2014-04-22 8:58:15
Message-ID: 1398157116-1639-1-git-send-email-olvaffe () gmail ! com
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Hi list,
This series adds a thread pool to the GLSL compiler, and a drirc option to
defer glCompileShader calls to the pool. The goal is to reduce the start-up
time of applications that are aware of this feature. That is, applications
that compile shaders first and check the compile status later.
I do not have numbers from real applications yet. But trying to compiling a
set of 2882 shaders extracted from some trace file, with everything else
idled, the time it takes is
8 threads: 17.8s
4 threads: 20.3s
2 threads: 31.2s
1 threads: 58.0s
no thread pool: 54.5
on a quad core system.
Patches 1-4 fix potential races in the GLSL compiler. As the compiler is
already shared by all contexts, these patches could be desirable even without
the thread pool that I am going to add.
Patches 5-18 adds true GL_DEBUG_OUTPUT_SYNCHRONOUS support to the KHR_debug
code. All except patch 18 are clean-ups. Patch 18 adds a mutex to protect
gl_debug_state.
Patch 19 defines a simple API to create and work with thread pools, as well as
a test for the API.
Patch 20 adds the singleton GLSL thread pool and allows glCompileShader to be
deferred to the pool. This feature needs to be explicitly enabled with
_mesa_enable_glsl_threadpool.
Patch 21 adds a drirc option to enable the thread pool. The idea is that only
applications that can benefit from it will enable it.
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