For a long time most of the effort went into getting the stack running over a decent memory manager. I don't think that work is quite finished yet. Once it is, though, I think you'll see faster progress in other areas.
Note that LLVM isn't likely to be a happening thing for low level shader compilation (below IL/TGSI) for quite a while -- it doesn't really handle VLIW at all in its current form. My sense was that shader utilization (compiler efficiency) was not the bottleneck anyways - reducing draw command overhead and increasing parallelism / pipelining between GPU and driver execution were the big things AFAIK.
Note that LLVM isn't likely to be a happening thing for low level shader compilation (below IL/TGSI) for quite a while -- it doesn't really handle VLIW at all in its current form. My sense was that shader utilization (compiler efficiency) was not the bottleneck anyways - reducing draw command overhead and increasing parallelism / pipelining between GPU and driver execution were the big things AFAIK.
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