On Wednesday 20 August 2014, Chia-I Wu wrote: > Add _mesa_enable_glsl_threadpool to enable the thread pool for a context, and > add ctx->Const.DeferCompileShader and ctx->Const.DeferLinkProgram to > fine-control what gets threaded. > > Setting DeferCompileShader to true will make _mesa_glsl_compile_shader be > executed in a worker thread. The function is thread-safe so there is no > restriction on DeferCompileShader. > > Setting DeferLinkProgram to true will make _mesa_glsl_link_shader be executed > in a worker thread. The function is thread-safe only when certain driver > functions (as documented in struct gl_constants) are thread-safe. It is > drivers' responsibility to fix those driver functions before setting > DeferLinkProgram. > > When DeferLinkProgram is set, drivers are not supposed to inspect the context > in their LinkShader callbacks. Instead, NotifyLinkShader is added. Drivers > should inspect the context in NotifyLinkShader and save what they need for > LinkShader in gl_shader_program. > > As a final note, most applications will not benefit from threaded shader > compilation because they check GL_COMPILE_STATUS/GL_LINK_STATUS immediately, > giving the worker threads no time to do their jobs. A possible improvement is > to split LinkShader into two parts: the first part links and error checks > while the second part optimizes and generates the machine code. With the > split, we can always defer the second part to the thread pool. It looks like _mesa_create_shader_program() needs a bit of work since it also checks the compile status immediately after compiling the shader. Fredrik _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev