Originally posted by FireBurn
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TGSI On-Disk Shader Cache For Mesa: Caching Comes To R600g/RadeonSI
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Originally posted by Hi-Angel View PostI see. But isn't it better to merge the work, and improve it afterwards? E.g. in the case of cache it'd be the same 7 revisions, except that by virtue of having the code in master rebasing would be unneeded, and also other devs could occasionally improve something whilst working on irrelevant things.
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Can't wait for it to hit official MESA. That will probably be a nie enhancement towards user experience. Maybe the lack of this is why I sometimes have so long loading times, but the HDD LED is hardly showing activity.Stop TCPA, stupid software patents and corrupt politicians!
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Originally posted by Azpegath View Post
If I understood it correctly, he was talking about his TGSI cache implementation, and the IR representation still needs to be compiled to hardware specific binaries. So you get rid of actually parsing the shader code and the "top layer" of the shader compilation (to IR), but the lower part still has to be done.
I guess you can compare it to SPIRV->hardware specific binaries, the most low-level stuff needs compiling, but you get rid of most of the "text parsing".
When the RadeonSI specific back-end is merged, the driver can load those binaries directly into memory (based on some checksum I assume, for security and stability), and the rest of the compilation overhead goes away (apart from having to read data from disk).
Correct me if I'm wrong.
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