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RadeonSI Ups Its Compiler Threads To Let Shader-DB Run Faster On Modern Systems

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  • RadeonSI Ups Its Compiler Threads To Let Shader-DB Run Faster On Modern Systems

    Phoronix: RadeonSI Ups Its Compiler Threads To Let Shader-DB Run Faster On Modern Systems

    The RadeonSI compiler queue can now run across more CPU cores/threads of modern systems though it appears this will primarily just benefit those running the shader-db shader test cases...

    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
    Should hopefully translate to faster load times on many core CPUs for games as well

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    • #3
      "threads times three divided by four" is an odd way of saying "threads*0.75"

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      • #4
        Originally posted by schmidtbag View Post
        "threads times three divided by four" is an odd way of saying "threads*0.75"
        it is a difference between integer and floating point numbers

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        • #5
          It's just literally what the code does :-)

          Code:
          num_comp_hi_threads = hw_threads * 3 / 4;
          And it's not the same for the computer! Since these are integer operations the result is not the same as "threads*0.75"

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          • #6
            Moah performance.!!


            Any idea how would this translate to gallium nine performance for Starcraft 2 for instance?

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            • #7
              Originally posted by droste View Post
              It's just literally what the code does :-)

              Code:
              num_comp_hi_threads = hw_threads * 3 / 4;
              And it's not the same for the computer! Since these are integer operations the result is not the same as "threads*0.75"
              Though in practice, I'm not aware of any computers where it wouldn't be. 12, 16, 24, 32, 36, 48, etc. cores all divide evenly. I guess maybe in a virtual environment there might be an odd # of cores assigned.

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              • #8
                Originally posted by smitty3268 View Post

                Though in practice, I'm not aware of any computers where it wouldn't be. 12, 16, 24, 32, 36, 48, etc. cores all divide evenly. I guess maybe in a virtual environment there might be an odd # of cores assigned.
                Maybe some multi-CPU setup where the CPU's don't have same amount of cores?

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                • #9
                  marek what were the effects of this change in shaderdb execution time?

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                  • #10
                    Originally posted by schmidtbag View Post
                    "threads times three divided by four" is an odd way of saying "threads*0.75"
                    Or simply three quarters

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