RADV Vulkan Driver Gets An On-Disk Shader Cache
The RADV Radeon Vulkan driver in Mesa now supports an on-disk shader cache.
Timothy Arceri working for Valve who previously spearheaded the RadeonSI OpenGL on-disk shader cache support has added a similar on-disk shader cache for the RADV Vulkan driver. Vulkan supports the concept of a pipeline cache for reusing cached objects between pipelines and runs of a game/application.
As a fallback to a application/game not supporting a Vulkan pipeline cache, RADV now has its own on-disk shader cache to re-use compiled shaders on subsequent runs.
In implementing this new cache the commit explains, "If the app provided in-memory pipeline cache doesn't yet contain what we are looking for, or it doesn't provide one at all then we fallback to the on-disk cache."
This change is present for this quarter's Mesa 17.3 update. On-disk shader caches help with game load times in particular, but will be interesting to see the benefits of this in RADV if there are many apps/games not making use of a pipeline cache.
Timothy Arceri working for Valve who previously spearheaded the RadeonSI OpenGL on-disk shader cache support has added a similar on-disk shader cache for the RADV Vulkan driver. Vulkan supports the concept of a pipeline cache for reusing cached objects between pipelines and runs of a game/application.
As a fallback to a application/game not supporting a Vulkan pipeline cache, RADV now has its own on-disk shader cache to re-use compiled shaders on subsequent runs.
In implementing this new cache the commit explains, "If the app provided in-memory pipeline cache doesn't yet contain what we are looking for, or it doesn't provide one at all then we fallback to the on-disk cache."
This change is present for this quarter's Mesa 17.3 update. On-disk shader caches help with game load times in particular, but will be interesting to see the benefits of this in RADV if there are many apps/games not making use of a pipeline cache.
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