Hash :
9b00af52
Author :
Date :
2023-02-01T11:10:32
Metal: Add an in-memory MTLLibrary cache. Add a small cache for (msl + compile parameters) -> MTLLibrary at the egl::Display level. In regular executions of Chrome, the same shaders (particularly vertex) are compiled multiple times in different programs. Tested for a regular Chrome startup + open wikipedia + motionmark 1.2: 112/282 (40%) cache hits. Several different caching methods were profiled (LinkProgram perf test) - struct key with std::map : 303309 - struct key with std::unordered_map : 308090 - binary blob key with std::map : 263595 - binary blob key with std::unordered_map : 286051 - struct key + is_transparent with std::unordered_map : 304877 - struct key + is_transparent with absl::flat_hash_map : 335686 Using is_transparent allows us to search the hash map without copying the shader source string to construct the key structure. Bug: chromium:1385510 Change-Id: Ieec4ba526fe286276a4af7114d89cde32a8f9e1d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4214012 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org>
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{
"description": [
"Copyright 2022 The ANGLE Project Authors. All rights reserved.",
"Use of this source code is governed by a BSD-style license that can be",
"found in the LICENSE file.",
"",
"mtl_features.json: Optional features for the Metal renderer."
],
"features": [
{
"name": "has_base_vertex_instanced_draw",
"category": "Features",
"description": [
"The renderer supports base vertex instanced draw"
]
},
{
"name": "has_explicit_mem_barrier",
"category": "Features",
"description": [
"The renderer supports explicit memory barrier"
]
},
{
"name": "has_cheap_render_pass",
"category": "Features",
"description": [
"The renderer can cheaply break a render pass."
]
},
{
"name": "has_non_uniform_dispatch",
"category": "Features",
"description": [
"The renderer supports non uniform compute shader dispatch's group size"
]
},
{
"name": "has_shader_stencil_output",
"category": "Features",
"description": [
"The renderer supports stencil output from fragment shader"
]
},
{
"name": "has_texture_swizzle",
"category": "Features",
"description": [
"The renderer supports texture swizzle"
]
},
{
"name": "has_depth_auto_resolve",
"category": "Features",
"description": [
"The renderer supports MSAA depth auto resolve at the end of render pass"
]
},
{
"name": "has_stencil_auto_resolve",
"category": "Features",
"description": [
"The renderer supports MSAA stencil auto resolve at the end of render pass"
]
},
{
"name": "has_events",
"category": "Features",
"description": [
"The renderer supports MTL(Shared)Event"
]
},
{
"name": "allow_inline_const_vertex_data",
"category": "Features",
"description": [
"The renderer supports using inline constant data for small client vertex data"
]
},
{
"name": "allow_separate_depth_stencil_buffers",
"category": "Features",
"description": [
"Some Apple platforms such as iOS allows separate depth and stencil buffers, ",
"whereas others such as macOS don't"
]
},
{
"name": "allow_runtime_sampler_compare_mode",
"category": "Features",
"description": [
"The renderer supports changing sampler's compare mode outside shaders"
]
},
{
"name": "allow_sampler_compare_gradient",
"category": "Features",
"description": [
"The renderer supports sample_compare with gradients"
]
},
{
"name": "allow_sampler_compare_lod",
"category": "Features",
"description": [
"The renderer supports sample_compare with lod"
]
},
{
"name": "allow_buffer_read_write",
"category": "Features",
"description": [
"The renderer supports buffer read and write in the same shader"
]
},
{
"name": "allow_multisample_store_and_resolve",
"category": "Features",
"description": [
"The renderer supports MSAA store and resolve in the same pass"
]
},
{
"name": "allow_gen_multiple_mips_per_pass",
"category": "Features",
"description": [
"The renderer supports generating multiple mipmaps per pass"
]
},
{
"name": "force_D24S8_as_unsupported",
"category": "Features",
"description": [
"Force Depth24Stencil8 format as unsupported."
]
},
{
"name": "force_buffer_GPU_storage",
"category": "Features",
"description": [
"On systems that support both buffer' memory allocation on GPU and shared memory (such as ",
"macOS), force using GPU memory allocation for buffers everytime or not."
]
},
{
"name": "force_non_CS_base_mipmap_generation",
"category": "Features",
"description": [
"Turn this feature on to disallow Compute Shader based mipmap generation. Compute Shader ",
"based mipmap generation might cause GPU hang on some older iOS devices."
]
},
{
"name": "emulate_transform_feedback",
"category": "Features",
"description": [
"Turn this on to allow transform feedback in Metal using a 2-pass VS for GLES3."
]
},
{
"name": "rewrite_row_major_matrices",
"category": "Features",
"description": [
"Rewrite row major matrices in shaders as column major."
]
},
{
"name": "intel_explicit_bool_cast_workaround",
"category": "Workarounds",
"description": [
"Insert explicit casts for float/double/unsigned/signed int on macOS 10.15 with Intel ",
"driver"
]
},
{
"name": "intel_disable_fast_math",
"category": "Workarounds",
"description": [
"Disable fast math in atan and invariance cases when running below macOS 12.0"
]
},
{
"name": "allow_renderpass_without_attachment",
"category": "Features",
"description": [
"Allow creation of render passes without any attachments"
]
},
{
"name": "multisample_color_format_shader_read_workaround",
"category": "Workarounds",
"description": [
"Add shaderRead usage to some multisampled texture formats"
],
"issue": "http://anglebug.com/7049"
},
{
"name": "copy_IOSurface_to_non_IOSurface_for_read_optimization",
"category": "Workarounds",
"description": [
"some GPUs are faster to read an IOSurface texture by first copying the texture to a ",
"non-IOSurface texture"
],
"issue": "http://anglebug.com/7117 http://anglebug.com/7573"
},
{
"name": "copy_texture_to_buffer_for_read_optimization",
"category": "Workarounds",
"description": [
"some GPUs are faster to read a texture by first copying the texture to a buffer"
],
"issue": "http://anglebug.com/7117"
},
{
"name": "limit_max_draw_buffers_for_testing",
"category": "Features",
"description": [
"Used to check the backend works when the device's advertized limit is less than the code's limit"
],
"issue": "http://anglebug.com/7280"
},
{
"name": "limit_max_color_target_bits_for_testing",
"category": "Features",
"description": [
"Metal iOS has a limit on the number of color target bits per pixel."
],
"issue": "http://anglebug.com/7280"
},
{
"name": "preemptively_start_provoking_vertex_command_buffer",
"category": "Features",
"description": [
"AMD Metal Drivers appear to have a bug this works around"
],
"issue": "http://anglebug.com/7635"
},
{
"name": "upload_data_to_iosurfaces_with_staging_buffers",
"category": "Workarounds",
"description": [
"When uploading data to IOSurface-backed textures, use a staging buffer."
],
"issue": "http://anglebug.com/7573"
},
{
"name": "always_use_staged_buffer_updates",
"category": "Features",
"description": [
"Always update buffers by copying the data to a staging buffer and then blitting it to the actual buffer"
],
"issue": "http://anglebug.com/7544"
},
{
"name": "use_shadow_buffers_when_appropriate",
"category": "Features",
"description": [
"On some architectures using a shadow buffer can be faster for certain size buffers"
],
"issue": "http://anglebug.com/7544"
},
{
"name": "always_use_managed_storage_mode_for_buffers",
"category": "Features",
"description": [
"Metal buffers can be managed, shared, or private. Sometimes managed is fastest"
],
"issue": "http://anglebug.com/7544"
},
{
"name": "always_use_shared_storage_mode_for_buffers",
"category": "Features",
"description": [
"Metal buffers can be managed, shared, or private. Sometimes shared is fastest"
],
"issue": "http://anglebug.com/7544"
},
{
"name": "prefer_cpu_for_buffersubdata",
"category": "Features",
"description": [
"Makes bufferSubData always update via CPU"
],
"issue": "http://anglebug.com/7544"
},
{
"name": "disable_programmable_blending",
"category": "Features",
"description": [
"Disable programmable blending in order to test read_write pixel local storage textures"
],
"issue": "http://anglebug.com/7279"
},
{
"name": "disable_r_w_texture_tier2_support",
"category": "Features",
"description": [
"Disable tier2 read_write textures in order to test tier1 support"
],
"issue": "http://anglebug.com/7279"
},
{
"name": "disable_raster_order_groups",
"category": "Features",
"description": [
"Disable raster order groups in order to test pixel local storage memory barriers"
],
"issue": "http://anglebug.com/7279"
},
{
"name": "enable_in_memory_mtl_library_cache",
"category": "Features",
"description": [
"Cache MTLLibrary objects in memory."
],
"issue": "http://crbug.com/1385510"
}
]
}