On 18.04.2017 18:57, Marek Olšák wrote:
We also have asynchronous compilation for optimized shaders (linking
separate shaders etc.) using the same threaded queue as the initial
compilations, and we can't let apps suppress the optimized ones.

Good point. I think if the app says it doesn't want parallel compiles at all, it would still get 1 background thread that is only used for the optimized shaders.

Cheers,
Nicolai


Marek

On Apr 18, 2017 1:08 PM, "Nicolai Hähnle" <[email protected]
<mailto:[email protected]>> wrote:

    On 17.04.2017 14:07, Edward O'Callaghan wrote:

        Hi folks,

        This is my early draft on the threaded shader compile "suggestion"
        thread. The requirements according the spec are rather weak as
        it is up to the implementation, which frankly can even just ignore
        the requested thread count. However, afaik in the case of radeonsi
        it is already threaded. Anyhoo I just wanted to get some feedback..


    Thanks for working on this. As others said, 90% of the work is
    elsewhere. Some thoughts on that:

    Since radeonsi already does parallelization of the backend compile,
    this extension should control the sum of threads used for frontend
    *and* backend compiles. In practice, that should mean having a
    single thread pool which services both types of compiles (and links).

    My first thought would be to have a driver-allocated util_queue
    which gets passed across the Gallium and Mesa interfaces -- or
    perhaps have a driver function table entry for kicking off
    asynchronous compiles and links.

    Cheers,
    Nicolai


        Please kindly review,

        Edward O'Callaghan (3):

         [PATCH 1/3] mesa: Add ARB_parallel_shader_compile boilerplate
         [PATCH 2/3] mesa: implement ARB_parallel_shader_compile
         [PATCH 3/3] st/mesa: enable ARB_parallel_shader_compile
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