An On-Disk Cache Is Coming To The RADV Vulkan Driver
Written by Michael Larabel in Radeon on 15 March 2017 at 06:20 AM EDT. 4 Comments
RADEON --
With Timothy Arceri at Valve haven gotten the RadeonSI shader cache into shape for Mesa 17.1, his latest focus is on introducing a shader cache for the RADV Vulkan driver.

In the Vulkan space, this on-disk shader cache is less useful than on the OpenGL side. Vulkan has the concept of a pipeline cache that allows for objects to be re-used between pipelines and between runs of an application or game. But with Vulkan it's up to the application for allocating and managing these pipeline cache objects.

Timothy Arceri is adding an on-disk shader cache to the open-source Radeon Vulkan driver as a fallback for applications/games not managing a pipeline cache.

With two patches that amount to very little new code, this on-disk shader cache can be introduced to RADV by taking advantage of all Mesa's common infrastructure for a shader cache. He didn't provide any figures though whether this RADV shader cache should be that useful if existing Linux games are already making use of the Vulkan pipeline cache.
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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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