Allow shader containers to be loaded in parallel. - #119123
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Changes seem ok in general. There's no thread safety concerns as far as I can tell because all vectors are resized and initialized before any thread access happens. The existing compilation task system is also reused to load these variants from the cache, so generally this seems like it should unblock parallel loading even further.
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I authored the zstd caches to reduce RAM churn. Making it thread_local should be fine.
Can't comment on the rendering changes.
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Thanks! |
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This is causing crashes on MacOS when using Metal: #120504 |
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…-task-for-shader-cache-load Allow shader containers to be loaded in parallel.
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…-task-for-shader-cache-load Allow shader containers to be loaded in parallel.
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Improves #116228.
re-spirv parsing happens when loading shader containers. Previously, this operation happened completely sequentially, even when compiling shaders in multiple threads.
The following changes are done to allow it happen in parallel:
Testing the MRP from the issue with cached shaders and pipelines. Comparing
RendererSceneRenderImplementation::RenderForwardClustered::_render_scene:Before: 200 ms
After: 25 ms