Arceri Is Still Working To Improve GLSL Compile Times For Mesa
Written by Michael Larabel in Mesa on 7 August 2017 at 08:25 AM EDT. 9 Comments
MESA --
For those wondering what Valve Linux developer Timothy Arceri has been working on with KHR_no_error settling down and the like, he still is striving towards faster GLSL compilation times to in turn speed up Linux game loading performance.

Timothy today sent out a set of eight patches for trying to speed-up the OpenGL Shading Language compile times for Mesa. When doing a test compile of Deus Ex: Mankind Divided shaders single-threaded on a Ryzen 7 1800X box, he dropped the compile time from 147 seconds to 128 seconds with these new patches. That may seem like a long time, but the in-game performance is faster than the single-threaded shader-db run and this is without making use of the GLSL shader cache that can be used by gamers on subsequent runs.

These latest patches for now are on Mesa-dev with the work focusing on optimizations to the parser and AST areas of the compiler.
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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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