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A Lot Of The OpenGL Shader Cache Code Has Landed In Mesa

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  • A Lot Of The OpenGL Shader Cache Code Has Landed In Mesa

    Phoronix: A Lot Of The OpenGL Shader Cache Code Has Landed In Mesa

    Timothy Arceri, who is now working for Valve (on the open-source AMD driver stack after leaving Collabora), has landed significant portions of his work built upon others for providing an on-disk shader cache within Mesa...

    http://www.phoronix.com/scan.php?pag...e-Mesa-Landing

  • #2
    Finally. So Mesa 17.1 we might have a working shader cache.

    Comment


    • #3
      Does Microsoft Windows use a shader cache?

      Will the cache be located in /tmp/ or ~/.cache/ ?

      Comment


      • #4
        Originally posted by uid313 View Post
        Does Microsoft Windows use a shader cache?

        Will the cache be located in /tmp/ or ~/.cache/ ?
        the nvidia driver does it independently and I remember having seen a directory mentioning shader cache. (plus it's an option in the driver)
        dunno about AMD, but I'd assume they have one too, but I doubt this is done OS-side, rather driver-side.

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        • #5
          Originally posted by AsuMagic View Post

          the nvidia driver does it independently and I remember having seen a directory mentioning shader cache. (plus it's an option in the driver)
          Can confirm on my laptop, as I have a ~/.nv directory containing ComputeCache and GLCache subdirectories created when using the nvidia driver

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          • #6
            Originally posted by uid313 View Post
            Does Microsoft Windows use a shader cache?

            Will the cache be located in /tmp/ or ~/.cache/ ?
            Code:
            $ tree ~/.cache/mesa
            .cache/mesa
            ├── index
            └── Mesa_17.1.0-devel_git-e85c28e
               └── AMD HAWAII
                   ├── 00
                   │   ├── 3af1208452b77e1e98e03b6339def90cc3554a
                   │   ├── 3d5a9ca688e6719dbafd730bd2ccc3c52cfcd3
                   │   ├── 5713db1050e546ade2c4c70ba5e59adfe3346d
                   │   ├── 5b4ba31044121d9ad991cbe30d0a6ed1fe2cf7
                   │   ├── 819da5c01ad16f1c0d795943e8faecc6f53cd6
                   │   ├── a89e588b08ad7073325ae9c8dd304ebfa2e317
                   │   ├── dd9523380fe0f6fa23aacb1b26dddc23c5d43b
                   │   ├── e69b2ef0b030682367630f8848f3e7485673dc
                   │   ├── f2f67f0f4472bc850b2750c62f08b0ee781324
                   │   └── fdef9e2ee674f3c51cff6ca084d8a01a44e9eb
                   ├── 01
                   │   ├── 41b6a2d4048f7a9d04cf452f4d7ecefe4ed695
                   │   ├── 5bcf0aa08c2debb594df77e9e90312ecdc3c0f
                   │   ├── 70bc696b992a735ff34be7d423820082476212
                   │   ├── 815a8eaa9295fe46cc1b1c668f5fd381c442ef
                   │   ├── a2c3a89b20713ace27cc4e21e7eb97b045affc
                   │   ├── a52d8e2f75ba4eebea170a09415d97e8d452c7
                   │   └── f1e3b0f326aff94afed2de0c7f37a64b369fba
                   ├── 02 .......

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            • #7
              Originally posted by Nightbane112 View Post

              Can confirm on my laptop, as I have a ~/.nv directory containing ComputeCache and GLCache subdirectories created when using the nvidia driver
              i was referring to windows, but yeah their proprietary driver supports it on linux too

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              • #8
                it should be useful on chrome/chromium browsers.

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                • #9
                  Originally posted by AsuMagic View Post
                  i was referring to windows, but yeah their proprietary driver supports it on linux too
                  Why wouldn't it when most of the code base is shared between them?

                  Comment


                  • #10
                    Does anyone know if this will be wired up to the GL_ARB_get_program_binary extension so that we will (finally) get a supported binary format? Does any game actually use that extension?

                    I'm not a huge fan of full driver-side implementations of the shader cache anyway, but since Dx11 AFAIK doesn't even allow a client-side implementation, things just turned out that way and it certainly is better than nothing.

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