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RADV Driver Gets Faster Shader LLVM Compilation

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  • RADV Driver Gets Faster Shader LLVM Compilation

    Phoronix: RADV Driver Gets Faster Shader LLVM Compilation

    It's an exciting day in RADV land as in addition to work on the new Vulkan 1.1.80 extensions, David Airlie landed a patch he's been baking for speeding up the shader compilation performance for this open-source Radeon Vulkan driver within Mesa...

    Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite

  • #2
    Are there any bottlenecks in the compiler that can be parallelized?

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    • #3
      Please Michael do benchmarks, this sounds amazing !

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      • #4
        Just to clarify, the test done on RotTR was kinda artificial, not the actual startup time (normal startup time is a lot quicker). I threw all pipelines for the whole game at it to see what difference it made overall for a large set of pipelines, but normally a lot of those will get compiled in the background during gameplay.

        That said, it should still improve the initial time taken to load into game, since that has to wait for the pipelines on the level being loaded to compile.
        Last edited by aejsmith; 10 July 2018, 01:49 AM.

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        • #5
          This should reduce stuttering much more noticeably?

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          • #6
            This affects the cold-cache compile times only, so the first time a game is run. The game should store the cached shaders (or the driver will anyways). It could help stuttering in some cases but probably not a huge amount, since the fixed overhead we remove is only 5-10% of the shader compile time and for more complex shaders it's even less.

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            • #7
              Originally posted by airlied View Post
              This affects the cold-cache compile times only, so the first time a game is run.
              after each driver update

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