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author | mperes <mperes@web> | 2014-10-06 11:12:21 -0700 |
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committer | xorg <iki-xorg@freedesktop.org> | 2014-10-06 11:12:21 -0700 |
commit | 2ea63b855bb24b3fd1adba2c638212bee642d024 (patch) | |
tree | 06bddab454eac44876eef35caa1f61cb3b12a1b4 /Events/XDC2014/XDC2014MonakovLibrary.mdwn | |
parent | 2fd11f4b3b97e888ee13ce21434e39b7a4a65f89 (diff) |
Diffstat (limited to 'Events/XDC2014/XDC2014MonakovLibrary.mdwn')
-rw-r--r-- | Events/XDC2014/XDC2014MonakovLibrary.mdwn | 16 |
1 files changed, 16 insertions, 0 deletions
diff --git a/Events/XDC2014/XDC2014MonakovLibrary.mdwn b/Events/XDC2014/XDC2014MonakovLibrary.mdwn new file mode 100644 index 00000000..54a02154 --- /dev/null +++ b/Events/XDC2014/XDC2014MonakovLibrary.mdwn @@ -0,0 +1,16 @@ +# Alexander Monakov - A standalone threaded dispatch library for OpenGL + +This talk describes implementation of a library that performs +threaded (multithreaded) dispatch for OpenGL API calls. The goal is to +have a thin layer between the application and the vendor GL library +that saves the GL API call arguments in a buffer and then calls the +vendor implementation in a secondary thread, asynchronously. This +technique is known as "GL threaded optimization" in NVIDIA drivers and +has also been experimentally implemented in Mesa. The project aims to +implement this technique as a standalone library, independently of +underlying vendor implementation, and with very high efficiency. The +talk describes the overall approach, several specific takes taken to +reduce dispatch overhead, and notes a couple of missing features in +the OpenGL API that would make such approach more powerful. At +present, a work-in-progress implementation (iow: quick-hack-level) can +outperform NVIDIA's counterpart on Unigine Heaven. |