Hi,

On 10/13/18 3:08 AM, Jason Ekstrand wrote:
This patch series adds a simple NIR shader cache that sits right after
spirv_to_nir and brw_preprocess_nir and before linking.  This should help
alleviate some of the added overhead of link-time optimization since most
of the NIR-level optimization is now cached prior to linking.

I have no numbers to back this series up; just intuition.

Fortunately approximate numbers of where the bottlenecks are, are easy
to come by for shader compilation.

1. Start use-case doing lot of shader compilation (shader-db?)
2. "sudo perf record -a"
3. ^C when shader compilation stops
4. "sudo perf report"

When I profiled GL shader compilation before Mesa switched to NIR,
linking phase was 2/3 of the cycles taken by the whole shader compilation.

(I.e. why shader cache needed to cache linking results to have significant impact.)


        - Eero

Jason Ekstrand (5):
   anv/pipeline: Move wpos and input attachment lowering to lower_nir
   anv/pipeline: Hash shader modules and spec constants separately
   compiler/types: Serialize/deserialize subpass input types correctly
   anv/pipeline_cache: Add support for caching NIR
   anv/pipeline: Cache the pre-lowered NIR

  src/compiler/glsl_types.cpp           |   4 +-
  src/intel/vulkan/anv_pipeline.c       | 118 ++++++++++++++++++--------
  src/intel/vulkan/anv_pipeline_cache.c | 100 ++++++++++++++++++++++
  src/intel/vulkan/anv_private.h        |  18 ++++
  4 files changed, 204 insertions(+), 36 deletions(-)


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