On 13.09.2017 11:54, Eero Tamminen wrote:
Hi,

On 12.09.2017 09:55, Jordan Justen wrote:
On 2017-09-11 21:44:32, Timothy Arceri wrote:
On 12/09/17 14:23, Ian Romanick wrote:
On 09/08/2017 01:59 AM, Kenneth Graunke wrote:

We shouldn't use SPIR-V for the shader cache.

The compilation process for GLSL is: GLSL -> GLSL IR -> NIR -> i965 IRs.
Storing the content at one of those points, and later loading it and
resuming the normal compilation process from that point...that's totally
reasonable.

Having a fallback for "some things in the cache but not all the variants
we needed" suddenly take a different compilation pipeline, i.e. SPIR-V
-> NIR -> ... seems risky.  It's a different compilation path that we
don't normally use.  And one you'd only hit in limited circumstances.
There's a lot of potential for really obscure bugs.

Since we're going to expose exactly that path for GL_ARB_spirv / OpenGL
4.6, we'd better make sure it works always.  Right?

One nice thing about SPIR-V is that all of the handling of uniform
layouts, initial uniform values, attribute locations, etc. is already
serialized.  If I'm not mistaken, that was one of the big pain points
for all of the existing on-disk storage methods.  All of that has been
sorted out for SPIR-V, and we have to make it work anyway.

Correct these are the main issues for the fallback path, however this is
only used by i965 (exactly because an intermediate cache is missing).
Using SPIR-V as the intermediate cache means we still need to convert to
NIR and run all the opts, so I don't really see the advantage of caching
to SPIR-V over NIR.

For shader cache, hopefully we'll normally have the final program in
the cache, which means the 're-run opt passes' is probably not a big
factor. But, it still seems a fair point.

I think the biggest advantage of having either nir or spir-v would be
not having to fallback to running the glsl compiler, right?

Shader cache is performance optimization aimed at reducing compile times.

When I earlier profiled it, 2/3 of the shader compilation work is done at linking stage.

Caching NIR would completely eliminate the linking stage for shader variant compiles, since the NIR is already linked.

Cheers,
Nicolai


Caching done at higher level than the linked binary shaders, may be of questionable performance value, because the caching itself has also some cost (extra code, disk access cache lookups etc).

Some profiling showing that doing caching at NIR/SPIRV level could measurable help performance (compared to caching overhead), would be appreciated.

However, if the main purpose of caching NIR/SPIRV is something else than performance[1], then that's a different matter. It just should be clear what is the aim of this change.


Maybe we'll see which becomes available first? :)


     - Eero

[1] Such as:
* better code validation, or
* ability to replace / tweak the cached files to manually test impact of compiler optimizations before implementing them
_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
https://lists.freedesktop.org/mailman/listinfo/mesa-dev


--
Lerne, wie die Welt wirklich ist,
Aber vergiss niemals, wie sie sein sollte.
_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
https://lists.freedesktop.org/mailman/listinfo/mesa-dev

Reply via email to