On 24/01/2017 22:59, Timothy Arceri wrote:
On Tue, 2017-01-24 at 18:10 +0100, kdj0c wrote:
On 24/01/2017 17:40, Nicolai Hähnle wrote:
On 24.01.2017 17:08, kdj0c wrote:
use the util/disk_cache.c interface to cache some? radeonsi
shaders on disk

missing features :

- add #if ENABLE_SHADER_CACHE where needed.
- when loading from disk cache, also insert it to RAM cache.

must be built with --enable-shader-cache to have the cache
working.
---
Hi, This is my first mail to the list.

I'm not sure this is the right way to do this, it's my first
attempt to patch mesa.
I've tested on a radeon HD7950 with glxgears and quake3. I have
some binary shaders in ~/.cache/mesa after running them, and they
are re-used when re-launching them.
I wanted to test more recent games, but the LD_LIBRARY_PATH trick
didn't work with steam games, and I don't want to install mesa
master system-wide.

Unfortunately, I'd say that this is a pretty wrong approach. A
radeonsi-level cache is nice, but the GLSL-level compilation and
linking has overhead as well, which we want to avoid with the
cache.

We really want to detect a re-used shader already at the GLSL
level, to be able to go straight to binaries (and TGSI I guess, for
optimized monolithic variants).


ok This is what I was wondering, it's not the right place to put it.
(but it was easy because there was already a RAM cache).

Thanks

Hi,

Welcome to contributing to Mesa :)

I'm not sure how much time you have to work on this feature, but just
letting you know it was my intention to start work on shade cache
support for radeonsi next week.

ok, I was following the advice and looking at glsl and tgsi code,
but I'm a bit lost. That looks to complex for a first contribution.
I can still help by testing patches (on radeon HD7950 only).

Thanks,

--

Jocelyn


Tim
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