summaryrefslogtreecommitdiff
path: root/Events/XDC2014/XDC2014MonakovLibrary.mdwn
diff options
context:
space:
mode:
authormperes <mperes@web>2014-10-06 11:12:21 -0700
committerxorg <iki-xorg@freedesktop.org>2014-10-06 11:12:21 -0700
commit2ea63b855bb24b3fd1adba2c638212bee642d024 (patch)
tree06bddab454eac44876eef35caa1f61cb3b12a1b4 /Events/XDC2014/XDC2014MonakovLibrary.mdwn
parent2fd11f4b3b97e888ee13ce21434e39b7a4a65f89 (diff)
Diffstat (limited to 'Events/XDC2014/XDC2014MonakovLibrary.mdwn')
-rw-r--r--Events/XDC2014/XDC2014MonakovLibrary.mdwn16
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.