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authorBas Nieuwenhuizen <[email protected]>2018-08-14 00:07:57 +0200
committerBas Nieuwenhuizen <[email protected]>2018-08-14 10:26:24 +0200
commitfbcd1673144facf0f4037330ba3d6b176dad955b (patch)
treea7ad865c25efd51f3b261d096ec27103b0d6d461 /src/util
parent24a9033d6f7eb88a760d382ace64bffa65d14cdc (diff)
radv: Add on-demand compilation of built-in shaders.
In environments where we cannot cache, e.g. Android (no homedir), ChromeOS (readonly rootfs) or sandboxes (cannot open cache), the startup cost of creating a device in radv is rather high, due to compiling all possible built-in pipelines up front. This meant depending on the CPU a 1-4 sec cost of creating a Device. For CTS this cost is unacceptable, and likely for starting random apps too. So if there is no cache, with this patch radv will compile shaders on demand. Once there is a cache from the first run, even if incomplete, the driver knows that it can likely write the cache and precompiles everything. Note that I did not switch the buffer and itob/btoi compute pipelines to on-demand, since you cannot really do anything in Vulkan without them and there are only a few. This reduces the CTS runtime for the no caches scenario on my threadripper from 32 minutes to 8 minutes. Reviewed-by: Dave Airlie <[email protected]>
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